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Oriental Races

For any sort of topic that doesn't have to do with an RP. And some that inexplicably do...

Oriental Races

Postby Dragonexx » Thu Feb 09, 2017 10:00 pm

Starting with the ones from Touhou D20. They'd be nice, if the system weren't built upon the portal to hell that is Anime d20.

Starting With: The Youkai subtype:
Youkai are supernatural creatures formed partially from the fears of the unknown. Youkai have in the past been antagonistic towards humans, though this has died down more as the Empires expand into formerly youkai territory and brought improved standards of living.

While youkai abilities vary slightly by from type to type, there are several abilites they share.
Animal Affinity: Youkai have a +3 bonus to handle animal checks, and may speak with the type of animal their based off of as if they shared a language. For Tengu this applies to crows and ravens, for Kappa, turtles, for Humanoid Youkai, primates. Oni, Plant Youkai, Magician Youkai and Tsukomogami do not have an animal affinity.

Youkai are vulnerable to certain effects. A youkai can be affected by a turn undead ability, although on a result of destroyed they instead suffer a number of Daunt levels equal to the turners level in addition to the turned effect. For every four levels a youkai gains, they gain +1 turn resistance. Youkai can be rebuked and bolstered as well, though youkai with an int of 6 or higher cannot be commanded.
Vulnerability to Good: A youkai takes 50% extra damage from holy and suffers a -3 penalty to saving throws against effects with the [good] descriptor such as (holy smite, holy word, holy weapons). A youkai is sickened while within a Hallowed area. A youkai is always treated as evil for the purposes of any effects that work differently against them regardless of their actual alignment and radiate evil as if they were evil outsiders. This vulnerability doesn't apply if the youkai would radiate strong good (such as being a good cleric).

Bird Youkai
+2 Dex, -2 Wis
Medium Sized
Magical Beast type (Shapechanger, Youkai)
30ft. move speed
Fly speed equal to twice land speed with (good) maneuverability.
+8 racial bonus to spot checks. Distance penalties are halved.
2 claw attacks (1d6+str for medium)
Alternate form: Bird youkai can assume the form of a small bird or back as a standard action. In this form, they become small size.
Regeneration 1/Good
Favored Class: Any

Cat Youkai
+2 Dex, -2 Wis, +2 Cha
Small or Medium Sized
Magical Beast type (Shapechanger, Youkai)
40ft. move speed.
+4 to Balance, Climb, and Jump, Hide and Move Silently
2 Claws as natural weapons (1d6 for medium)
Scent to 30 feet +10 per additional level after 3rd.
Alternate Form: May transform into cat at will and back as a standard action. Size becomes 1 smaller than normal and is quadrupedal, land speed doubles.
Regeneration 1/Good
Vulnerability to Good: Takes 50% extra damage from holy and suffers a -3 penalty to saving throws against such effects (holy smite, holy word, holy weapons). A youkai is sickened while within a Hallowed area.
Favored Class: Rogue and Sorcerer

Canine Youkai

+2 Str, -2 Dex, +2 Cha
Medium Size
Magical Beast type (Shapechanger, Youkai)
40ft. move speed
+4 Knowledge (nature), Survival, Jump, Listen, Intimidate
Track as a bonus feat.
2 Claws as natural weapons (1d6 for medium)
Scent to 30 feet +10 per additional level after 3rd.
Alternate Form: May transform into a dog and back at will as a standard action. Becomes quadrupedal, and claws get replaced with a bite attack (2d6+1.5str for med). If it hit's the youkai may make a free trip attempt. If the attempt fails, the opponent may not attempt to trip the youkai back.

Fish Youkai
-2 Str, -2 Con, +2 Wis +2 Cha
Medium Sized
Magical Beast type (Aquatic, Shapechanger, Youkai)
30ft. move speed.
Breath air as easily as water
Swim speed equal to land speed.
Alternate Form: Medium fish. While in this form, their swim speed doubles and they gain a bite attack (2d6+1.5str for medium). They don't have hands though.
Regeneration 1/Good
Favored Classes: Cleric and Druid

Humanoid Youkai
Image
-2 Wis
Medium Sized
Monstrous Humanoid type (Youkai)
30ft. move speed
1 extra feat at 1st level.
Regeneration 1/Good
Favored Classes: Any
Note: this can also represent primate youkai (like monkeys)

Magician Youkai
-4 Str, -2 Dex -2 Con +2 Int +2 Wis, +2 Cha
Medium Size
Monstrous Humanoid type (Youkai)
25ft. move speed
+5 racial bonus to Craft and Knowledge (F*ck spellcraft).
Spell-Like Abilities: they may choose 1 first and 3 zero level spells from the Cleric, Wizard or Druid spell lists. The first level spell may be used 1/day per HD of the witch, the zero level spells may be used at will. Also, they may use detect magic and read magic at will.
Spell Resistance equal to 10+level.
A magician may create magic items in 25% less time (this stacks with other such discounts to a maximum of 75%).
Regeneration 1/Good
Favored Classes: Any arcane spellcasting

Plant Youkai
-2 Dex, +2 Con, +2 Wis
Medium Size
Plant (Shapechanger, Youkai) Type
30ft move speed
Woodland Stride: As a druid.
Alternate Form: May transform into a plant like tree shape at will.
Speak with Plants (Su): Like the spell, at will.
Regeneration 2/fire
Vulnerability to Fire: Takes 50% extra fire damage and suffers -3 to saving throws against such effects.
Favored Classes: Druid and Ranger

Rabbit Youkai
+2 dex, -2 con, -2 wis, +2 cha
Small or Medium size
Magical Beast type (Shapechanger, Youkai)
40ft. land speed
+3 to listen and spot checks.
+10 to jump checks, always treated as having a running start, and not bound by height.
Lucky: +1 to saving throws and armor class, and 1/day may reroll any die roll.
Alternate Form: May transform into a rabbit and back as a standard action. Size is reduced by one. Land speed doubles. Is quadrupedal.
Regeneration 1/Good
Favored Classes: Rogue and Bard

Tsukomogami
A youkai born from an item that became sapient.
+2 Con, -2 wis
Medium Size
Monstrous Humanoid (Construct, Youkai)
30ft. move speed.
Ghost in the Shell: As a creature with the Construct subtype, the Tsukomogami has a Con score and everything, lacking Construct traits, but is treated as a Construct by any effect that specifically works differently against them, such as a Mace of Smiting or Favoured Enemy (Constructs). Likewise, they can choose to count as a Construct for the purpose of taking feats, prestige classes and the like. They are affected normally by both cure/repair and inflict/cause spells.
Item of Origin – A Tsukumogami carries the item which it originated from. This is by default mundane item. It cannot be lost, stolen, broken, or destroyed (see below), and the character is assumed to have it with them at all times (in fact, they cannot part with it). This item starts out as masterwork if applicable, and with double hardness (minimum 10) and hit points equal to it's projected body+extra hit points for a construct of the bodies size (20 normally). It can be enchanted normally.
Original Body: A Tsukimogami's item is it's true body (like an intelligent magic item). It can dismiss it's projected body, in which case it cannot take anything but purely mental actions. Should it's projected body be slain, it vanishes and will reform in 1d10 days, like a lich. However, while the body is dismissed or dead, the item is vulnerable, and takes damage normally. Should it be destroyed, the Tsukomigami is dead (though the wreckage of the item [if any] counts as enough remains for a Resurrection.
Regeneration 1/Good
Favored Class: Artificer and Gadgeteer

Vermin Youkai
+2 Dex +2 Con -2 Wis -2 Cha
Small or Medium size
Magical Beast type (Shapechanger, Youkai)
30ft. move speed.
Climb Speed equal to land speed
+2 natural armor
Alternate Form: A Vermin youkai may transform into a giant bug at will. Becomes quadrupedal, but gains two claw attacks (1d6+str for med) or a bite/sting attack (2d6+1.5str for med) at will. Natural weapons carry poison, a creature struck must make a fort save (DC10+1/2level+con) or be poisoned for 1d4/1d4 to Str or Dex (chosen at character creation). Alternatively, in leiu of poison, may gain a fly speed (good) equal to land speed.
Blindsense 30ft.
Regeneration 1/Good
Vulnerability to Good: Takes 50% extra damage from holy and suffers a -3 penalty to saving throws against such effects (holy smite, holy word, holy weapons). A youkai is sickened while within a Hallowed area.
Favored Classes: Rogue and Fighter

Oni
Oni are powerful youkai, and feared by most others. They are often raiders, and many abuse their strength to oppress others. They have raided human territories often and tend to do the same to weaker youkai, stealing resources and valuables. Among their own people they live a hedonistic lifestyle, and are almost always drunk. A completely sober oni is a rare thing. Other races tend to distrust oni, and are highly suspicious when they gather.
Oni tend to view the world in terms of might. To many of the Oni who attack, raid and enslave others, they view the inability to defend themselves from the Oni as a complete justification for what they do. Leadership among these groups is always decided by strength. Oni have a strong hatred of dishonesty, though they are not the best at detecting deceit. They also have a great love of competition of any kind, as a means of proving their might. Hence there are many tales among other races of would-be victims challenging the attacking Oni to a competition on their terms and succeeding.
+8 Str, +4 Con, -2 Int, -4 Wis OR +2 Str, +2 Con (see below)
Medium Size
Giant (Youkai) type.
30ft. move speed
Fire Resistance 30
Drunk as I Like (Ex): Oni are immune to the harmful effects from alcohol. An Oni is still considered drunk 1 minute after consuming alcohol (allowing use of all related feats and abilities), even if it is immune to the damage or intoxication. (Of course, an Oni can voluntarily suppress this immunity to take the damage anyway.)
Powerful Build: Your physical stature lets you function in many ways as if you were one size category larger. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this feat stack with the effects of powers, abilities, and spells that change the subject’s size category.
Weakness to Fukumame: Oni are weakened by boiled or roasted soybeans. Tossing a handful and shouting "Oni, begone!" is a ranged thrown attack (with a range increment of 20 feet) that does 1d6 damage to an Oni. Boiled soybeans are moist enough to stick to an Oni, and each full round spent in contact with the substance does 1d6 damage from exposure. A move action is required to wipe it away.
Red Oni, Blue Oni: Instead of the normal racial modifiers, an oni may trade in it's strength and con to eliminate the int and wis penalties. By reducing it's strength and con bonus both to 2 it may eliminate it's penalties (+2 str, +2 con). This may only be done at character creation.
Favored Classes: Barbarian and Cleric

Tengu
Tengu society is highly ordered and disciplined society, in stark contrast to the majority of other youkai. Each subtype plays a specific role in their society, though defiance of traditional roles has become more common in recent years. Tengu value information and knowledge, and have a dedicated corps of spies and informants, who keep tabs on many of the happenings in the world. They also have very large libraries with collections of knowledge about numerous subjects. It is said that the Tengu have the most comprehensive histories of the plane.
Tengu value trade, and have a hand in numerous business ventures across the Land and Sky. Many traveling Karasu and Hanataka Tengu are traveling merchants
Tengu get along well with Humans and Kappa, though they tend to look down on them (and others) for being less ordered. They frequently come into conflict with bands of oni, and have a rather strong dislike of them, due to the oni's habit of enslavement of others.
Tengu have multiple subspecies who serve different roles in their society.
Tengu Traits
Monstrous Humanoid (Air, Youkai)
Natural Weapons: A tengu has 2 claw attacks for 1d6+str (medium). These are by default treated as secondary natural weapons with the exception of wolf and yamabushi tengu.
Weapon Proficiencies: Tengu are proficient with any fan-type weapon, as well as all simple and martial polearms.
Skills: All tengu have a +10 racial bonus to balance checks.

Great Tengu (大天狗 dai tengu)
Daitengu are leaders (often shared with the Karasu), also fulfilling religious and priestly functions. They often have the heads of animals, usually crows or wolves, though sometimes simply human appearances, and are notably taller than other tengu. Though Tengu, they are closer to Kami than Youkai.
+2 Wis, +2 Cha
30ft. move speed
Fly speed equal to twice land speed.
Monstrous Humanoid (Air, Youkai)
+5 Knowledge (Religion) and Knowledge (Nature)
Unlike other youkai, Daitengu are not susceptible to turning and rebuking for being youkai, and do not share the youkai's vulnerability to holy things.
Spell-Like Abilities: The daitengu may pick 1 first level spell and 2 zero level spells off the cleric or druid spell list. The 1st level spell is usable 1/day per level. The two zero level spells are usable at will.
Favored Classes: Cleric and Druid

Crow Tengu (烏天狗 karasu-tengu)
Karasu Tengu typically fill leadership and management positions, though others perform espionage and assassination. They resemble humans, save with longer noses, pointed ears, and a pair of crow wings on their backs (that they can make appear and disappear as a free action).
+2 Dex, +2 Wis
30ft move speed
Monstrous Humanoid (Air, Youkai) type.
Fly speed equal to 3x land speed with perfect maneuverability.
+3 Bluff, Diplomacy, Listen, Spot and Survival
Sound Imitation (Ex): A crow tengu can mimic any sound or voice it has heard. Listeners must succeed on listen check (DC10+1/2HD+Wis) to notice the ruse.
Favored Classes: Ninja and Rogue

Long-Nose Tengu (鼻高天狗 hanataka tengu, "high nose tengu")
Typically serve bureaucratic positions, as scribes, scholars, managers, cartographers and merchants. They typically have red faces, severe expressions, and very long noses.
+2 Int +2 Wis
30ft. move speed
Monstrous Humanoid (Air, Youkai) type.
+3 to all Appraise, Knowledge skills and Craft
Scent: Hanataka possess the scent ability.
Compass (Ex): A hanataka always knows which direction is north.
Eye for Value (Ex): A hanataka automatically knows the value of any object can see, knowing what price it would fetch buying or selling with any vendor and currency it is aware of. (In essence, automatically succeeding on it's appraise check.) They automatically identify any magic item and it's effects, as if through Analyze Dweomer. This ability does not function on artifacts.
Favored Class: Wizard and Archivist

Wolf Tengu (白狼天狗 hakurou tengu)
Hakurou tengu serve as bodyguards and soldiers, forming the bulk of the military and enforcement. They patrol the areas around tengu communities, and guard and serve higher ranking tengu when they travel abroad. They look similar to humans, but have wolf tails and ears, and typically white or silver hair.
+2 Str +2 Wis
Monstrous Humanoid (Air, Youkai) type.
40ft. move speed
Scent: 30feet +10 per level after 3rd.
+2 to spot, listen, and survival +1 per level.
+3 to saves against illusions.
Track as a bonus feat.
Favored classes: Ranger and Samurai

Yamabushi Tengu (山伏天狗, "Shugendo monk tengu"; literally "mountain-dwelling tengu")
Image
Generally fill positions of menial labor. Some resemble humans others have birdlike bodies.
+2 Con, +2 Wis
Monstrous Humanoid (Air, Youkai)
30ft. move speed.
+3 to Craft, Jump, Profession, Search and Spot
Immunity to Fatigue: Any effect that would make the Yamabushi exhausted causes them to become effectively fatigued. The yamabushi cannot actually become exhausted.
Favored Classes: Monk, Fighter

Kappa
These youkai dwell in rivers, lakes, and oceans. They are industrious and inventive, being the most technologically advanced people on the plane. There's even some skilled engineers that advice the Emperor of the Land and the Empress of the Sea on technological matters.
Kappa are on average shorter than humans, and have hair that ranges from normal human tones to shades of blue.
Though friendly with Humans and Tengu, who they often trade with, Kappa aren't very social with each other and tend to have an arrogant streak. They don't work well with each other, their ideas often conflicting, and it's not an uncommon sight with groups of Kappa for one to declare the work to be done wrong, destroy it, and force everyone to start over. Then another does the same thing. And so forth. Arguments are common. When groups of Kappa work together, there's a critical point depending on the size and nature of the project when the number of Kappa actually hinders progress (usually a fairly low threshold), though when they finally are finished the result is usually very impressive.
Kappa communities often reflect this individuality. Each home is it's own special snowflake, with a different size, look and varying features based on it's owners interests, needs, and tastes. Some might be bedecked in bright flashing lights and loudspeakers, another might double as a factory, another is a massive freezer, while another might in some form be mobile. While impressive on an individual basis, this also has the habit of making Kappa towns clash horribly in design. There's no rhyme or reason to the organization and layout, streets are arranged seemingly at random, buildings are often very unclear as to what they are and even interiors are confusing to navigate. Add in the tendency for Kappa towns to be build in strange landscapes like the sides of cliffs near a waterfall, across a series of small islands, or at the bottom of lakes, rivers, or the ocean (with similar landscape preferences) and the combination of these traits tends to give visitors severe disorientation.
Kappa relationships are generally fairly brief, friends going long stretches of time without interaction, save for the occasional collaboration on a project. Romances are similar even when they result in children. The child is typically raised by only one of the parents, though the other does usually visit often. Familial relationships appear distant to outside observation, including the rare case of siblings. This is actually no problem to the Kappa, who are very introverted by the standards of other races.
Kappa have no real leadership, and aren't really a community in the typical sense. At best summary, they live near each other for convenience and nothing more. They don't have any sort of community funds or treasury, or any real economy as a people, every trade with and between Kappa is essentially barter. Nor do they organize well. Kappa tend to react to danger in an "Every Kappa for themself!" mindset. Those who can hole up in their homes and activate defense systems. Those who can't are still typically close to a large body of water or river, or even the ocean and use those as escape routes. In the rare instances that leadership or representation is required, the Kappa gather in whatever is arbitrarily declared the "town square" this time to elect someone. Usually from among whatever poor suckers didn't bother to show up for the meeting.
+2 Con +2 Int, -2 Wis, -2 Cha
30ft. move speed
Monstrous Humanoid (Water, Youkai) type
Swim speed equal to twice land speed.
+5 Disable Device, Craft, Knowledge (Architecture & Engineering) and Search
Trapfinding: As the Rogue.
Repair: As a standard action, a Kappa can repair 5hp worth of damage to a machine or construct. This costs repair parts and supplies, worth 1sp for every 5 points.
Favored Classes: Artificer and Gadgeteer

Greater Fairy (Daiyousei)
-2 Str, +2 Dex, -4 Int -2 Wis +2 Cha
20ft. move speed. Fly (perfect) equal to twice land speed
Fey (Youkai) type.
Small Size
Curtain Fire: As a standard action, a fairy can project a wave of energy spheres in a cone out to close range. This deals 1d4/level damage with a reflex save (10+1/2level+cha) to negate.
Fey (Youkai) type.
Embodiment: Fairies typically embody some aspect of nature, giving them minor traits.
Ice/Snow: Have the [Cold] subtype. Curtain fire deals cold damage.
Fire: Have the [Fire] subtype. Curtain fire deals fire damage.
Rock/Mountain: Have the [Earth] subtype. Have a burrow speed of 10ft. Curtain Fire deals magic bludgeoning damage.
Plant: Movement is not hindered by natural plants. Curtain Fire deals magic bludgeoning damage.
Sun: May project light like a torch. Curtain Fire deals light damage.
Rain: Has the [Water] subtype. Movement and sight is not hindered by rainfall. Curtain fire deals magic bludgeoning damage.
Water: Has the [Water] subtype. Has swim speed of 30ft. and can breathe underwater. Curtain fire deals magic bludgeoning damage.
Storm: Has the [Air] subtype. Immune to electricity. Curtain fire deals electricity damage.
Wind: Has the [Air] subtype. Immune to the harmful effects of wind. Curtain fire deals magic slashing damage.
Moon: Immune to the negative effects of gravity. Curtain fire deals sonic damage.
Favored Class: Sorcerer and Bard

For what it's worth...

Lunarians
-2 Str +2 Con +4 Int -4 Cha
Medium Size
Humanoid (Human) type.
30ft. move speed.
+4 Concentration
Amortal: A Lunarian is neither living, dead, or undead. They exist outside the cycle of life and death entirely. They are immune to both positive and negative energy as well as [Death] effects while in a pure land. Outside of a pure land, they are harmed by both. Should they gain the ability to be healed by either or both, then they lose all racial features save racial penalties for as long as they have the ability.
Purity: A Lunarian does not age nor do they have any physical needs (eating, drinking, breathing, sleeping, though they can and often do perform these things for recreation) or desires and gain a +3 racial bonus to will saves and immunity to compulsion and charm effects, but only for as long as they remain in a pure land. A pure land is one that has either been Hallowed, has the Good-Aligned trait, or the Static, Timeless, or Dead Magic traits (an Antimagic Field counts).
Favored Classes: Cleric and Psion

Lunar Rabbits:
Image
-2 Str, +2 Dex, -2 Int, +2 Cha
Medium Size
Humanoid Type
40ft. move speed
+5 Listen Checks, Range penalties halved.
+10 Jump Checks, always treated as having a running start and not bound by height.
+4 Concentration
Lunar Rabbits gain Dash as a bonus feat.
1/Minute: Silent Image, Confusion
Favored Classes: Fighter and Rogue

Other standard races

Kitsune
These fox spirits reside mainly in the Forest of Mysteries and are known as tricksters. Though originally reclusive save for a few scam artists, with the expansion of the Empire, they've become more social. There's even a group of emissaries who visit the capital a few times a year.
Kitsune are known for their performances, especially dances which are both entrancing and alluring. They often put on plays and shows, using their natural illusion abilities to enhance them.
Kitsune in the Forest of Mysteries are mostly independant, living in small communities, though they all answer to a council of elder Kyuubi no Kitsune.
Their place in human civilization is somewhat varied. While more recent sentiments see them as friendly, there's a long standing reputation as con artists, thieves, and deceivers. This isn't entirely unearned, though the bulk of it comes from several villainous kitsune in past eras, and the stigma sticks.
They have a long standing feud/rivalry with the Bake-Danuki. Both reside in the Great Forests, and have on and off conflicts. Wars between the two are long brutal battles of subterfuge, deception, traps, illusions and ambushes. Kitsune favor illusions and enchantments, though Bake-Danuki favor shapeshifting and traps.
This long standing conflict isn't limited to the forests however. In almost all of the large cities in the Land and Sky there are Kitsune and Bake-Danuki gangs that fight over turf in the back alleys and basements.
−2 Strength, +2 Dexterity, −2 Constitution, +2 Charisma: Neither strong nor tough, kitsunes need not be, for they can get out of situations with their nimble moves and social charms.
Fey (Shapechanger, Youkai): While they may appear as animals, kitsune are spirits of the forest and are considered fey.
Small: As a Small creature, a Kitsune gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a –4 size penalty on special attack (bull rushes, grapples, overruns, and trips) checks, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.
Kitsune base land speed is 40 feet. However, if they use their Change Shape ability, they adopt the movement speed of the duplicated race.
Low-Light Vision: A kitsune can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Kitsunes have a primary natural bite attack which deals 1d4 + Strength and a half in damage.
Animal Body (Ex): The base form of the kitsune is not human-shaped, but fox-shaped. As such, they have no hands to manipulate items (though they have hand and arm slots as normal), are quadrapedal, and require barding instead of normal armor. When they use their change shape ability, any magical gear which they are wearing reshapes to fit their new form and they can use and wield items appropriate for their form. As a quadraped, they have stability, granting them a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Change Shape (Su): Kitsunes have the ability to turn into any small or medium humanoid as if using the alter self spell, except the duration is unlimited. When in a different form, they assume the base land speed of the race, and can use items and weapons with their newfound hands. Many kitsunes assume humanoid form all the time. Caster level is equal to hit dice.
Scent (Ex): Kitsunes have the scent ability.
Spell-Like Ability (Sp): silent image -Cha modifier/day (minimum 1). Caster level is equal to character level.
Kitsunes possess a +3 racial bonus on Bluff, Hide, and Move Silently checks.
Automatic Languages: Common and Sylvan.
Bonus Languages: Any (except Druidic).
Favored Class: BeguilerPHB2 or Sorcerer

Bake-Danuki
Bake-Danuki are forest spirits similar to kitsune, though their base form is the Tanuki. Like kitsune, they have a reputation as tricksters and con artists, though it is lessened compared to them. Bake-Danuki have historically been more benevolent towards others, and have protected villages from danger, though this doesn't stop them from scamming the villagers when the opportunity presents itself.
Bake-Danuki typically transform leaves into coins to scam shopkeepers with. In combat they can transform these into weapons, or use multiple leaves to engineer traps. Their battles with the Kitsune take advantage of these abilities. They have more powerful shapeshifting, and will often use such abilities to set up ambushes, with many Bake-Danuki disguised as the enemy, or mundane objects.
Bake-Danuki have a love of strong drink, and celebrations among them tend to be raucous, energetic affairs, in contrast to the more intimate and quiet parties of the Kitsune.
-2 strength, +2 constitution, -2 wisdom, +2 charisma
Fey (Shapechanger, Youkai): While they may appear as animals, Bake-Danuki are spirits of the forest and are considered fey.
Small: As a Small creature, a Bake-Danuki gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a –4 size penalty on special attack (bull rushes, grapples, overruns, and trips) checks, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.
Bake-Danuki base land speed is 30 feet. However, if they use their Change Shape ability, they adopt the movement speed of the duplicated race.
Low-Light Vision: A Bake-Danuki can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Change Shape (Su): Bake-Danuki have the ability to turn into any small or medium humanoid as if using the alter self spell, except the duration is unlimited. When in a different form, they assume the base land speed of the race, and can use items and weapons with their newfound hands. Many Bake-Danuki assume humanoid form all the time. Caster level is equal to hit dice.
Object Form (Su): A Bake-Danuki can take the form of an object of diminutive to medium size. While in this form they cannot take any actions other than to transform back (a move action). If they are damaged in this form, they must make a concentration check as if interrupted during casting a spell or transform back.
Leaf-Trick (Sp): A Bake-Danuki can transform leaves into mundane objects. As a standard action, a Bake-Danuki can transmute a leaf into an non-consumable solid object that's base value is no more than 5 gp per level (or alternatively create a single coin or gemstone per leaf). This transformation lasts for 1 minute per level before reverting back. Such objects are typically inferior to their real counterpart. When used to perform a task they are treated as improvised tools (-2 penalty), and created weapons are treated as improvised weapons. Such objects tend to look like fakes when held up to scrutiny, and require a bluff check (taking the improvised tool penalty) to fool someone with. By making an appropriate use of the craft skill, these items can be made to function as normal, or even as masterwork. This ability requires leaves to function, treating this ability as always requiring material components, even though this is a spell-like ability. This is the equivalent of a first level spell.
Bake-Danuki possess a +3 racial bonus on Bluff, Disguise and Sleight of Hand checks.
Automatic Languages: Common and Sylvan.
Bonus Languages: Any (except secret languages).
Favored Class: Rogue or Sorcerer

Jorugumo (Aranea):
Koumei wrote:ARANEA:

"I find your Miss Muffet song offensive, madam. I am, after all, a spider, and do not have a habit of frightening young girls."

The aranea are a race of what can essentially be considered 'spider-people'. They each have three forms: that of a very big spider , that of a human or humanoid of some description (a fixed form), and a half-way hybrid.

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"Doctor, I have this pain in my- wait a minute, you're not my doctor!"

Aranea have a tendency towards being predatory, grumpy and cynical by human standards, but it is by no means a guarantee. They have actual spinal cords inside, due to their size, and though most of their nutrients come from blood and liquefied flesh, they need to eat some amount of solid food.

Medium Humanoid [Shapeshifter, Youkai]
Racial Deities: Lolth, Nhurr (Lawful Neutral; Law, Spider, Cavern, Nature, Mind)
Favored Classes: Sorcerer and Druid

Arachnid Affinity (Ex): the Aranea gets along well with spiders. This manifests in the following forms:
[*]If a Familiar can be taken, it may be a Small Monstrous Spider
[*]If an Animal Companion can be taken, it may be a Small Monstrous Spider (normal), Medium Monstrous Spider (normal), Large Monstrous Spider (level-3), Huge Monstrous Spider (level-6), Gargantuan Monstrous Spider (level-9) or Colossal Monstrous Spider (level-12).
[*]If Wildshape is gained, they may transform into any spiders (regardless of type), and even the Bebelith, subject to HD restrictions.
[*]If a Paladin Mount or Knight Mount, can be taken, they may take a Large Monstrous Spider (level 5 and above), Huge Monstrous Spider (level 8 and above), Gargantuan Monstrous Spider (level 11 and above) or Colossal Monstrous Spider (level 14 and above).

In Humanoid Form:
[*]Speed: 30'
[*]Reach: 5'
[*]Darkvision 60'
[*]+3 Racial bonus to Listen and Sense Motive

In Spider Form:
[*]Medium size
[*]20' Climb speed (with associated benefits)
[*]Primary natural weapon: Bite (1d6+Str*1.5 plus Poison)
[*]Web
[*]Tremorsense 30'
[*]Darkvision 60'

In Hybrid Form:
[*]Primary natural weapon: Bite (1d4+Str*1.5 plus Poison)
[*]Web
[*]Darkvision 60'
[*]+3 Racial bonus to Spot and Search

Changing forms is a Standard action.

Poison (Ex): Con-based, 1d6 Str/1d6 Con

Web (Ex): In spider or hybrid form, an aranea can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement.

An entangled creature can escape with a DC 13 Escape Artist check or burst the web with a DC 17 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.

Alternate Strains:

Redback: the character has, in spider form, a bright red or orange hourglass shaped mark on their abdomen, and possibly on their back and/or arse in hybrid form. More importantly, the venom works differently. Replace the standard damage with: Severe Pain (counts as Nauseated 1 round, then Fatigued for the rest of the minute)/1d6 Dex and Severe Pain again.

Funnelweb: the character is slightly larger in build, and more aggressive as well. Most notably, however, they lose the Web ability (though can still produce webbing, just not the kind that can be used to trap people), and their Poison is changed to the following: 2d6 Con/2d6 Con.

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RACIAL FEATS:

Arachnid Mastery [Monstrous]
You are just a better spider than most. You can even climb out of a bathtub.
Requirements: Aranea
Benefits: firstly, you gain Wild Empathy (level+Cha) that applies only to all spiders and spider-like creatures (such as the Bebelith). Secondly, if you are able to gain a familiar, it may be any of the Animal Companion choices (above), depending on your level. It can grow into the new sizes. Thirdly, you may now be Medium or, if you possess 7 HD or more, Large size when you are in Spider form. The latter grants +4 Strength and Natural Armour.

Spider Magic: [Monstrous]
The fact that you are a spider alters your spells slightly.
Requirements: Aranea
Benefits: for any spell lists you can cast spells from, add the following spells to the Spells Known and Class Spell List:
[*]Spiderhand (1st)
[*]Spiderclimb (1st)
[*]Summon Swarm (Spiders Only) (2nd)
[*]Spider Legs (2nd)
[*]Spider Poison (3rd)
[*]Spiderskin (3rd)
[*]Poison (4th)
[*]Spider Curse (5th)
[*]Spider Plague (6th)
[*]Fire Spiders (7th)

Even if you cannot cast spells, you may cast Web 3 times per day as a spell-like ability (Cha-based). At level 7, this becomes Choking Webs.


Au Ra
Au Ra are divided into two tribes, descended from Dawn and Dusk. Unlike youkai, they're more accepted in human lands.
Raen
-2 Str +2 Wis +2 Cha
Xaela
+2 Str +2 Con -2 Wis
Humanoid (Draconic)
Medium Size
+1 natural armor
30ft. Move Speed
Scent 10ft/level (min 30)
Blindsense 10ft/level (min 30)
2 Claws (1d6 medium)
Favored Classes Barbarian (Xaela), Cleric (Raen), Sorcerer (Both)

Other Races:

Merfolk (Ningyo)
Ningyo are one of the more populous species in the sea, actually outnumbering Seafolk.
Humanoid (Aquatic)
Medium: As Medium creatures, merfolk have no special bonuses or penalties due to their size.
Merfolk base land speed is 5 feet and base swim speed is 60 feet.
Amphibious: Merfolk can breath air as easily as they breathe water.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Automatic Language: Common & Aquan. Bonus Languages: Any
Favored Class: Any.

Goblin:
Small Size
30' movement (despite small size).
Humanoid (Goblinoid, Youkai)
Darkvision 60'
+2 Dexterity, -2 Strength, -2 Charisma
+4 bonus to Move Silently and Ride checks.
Bonus Feat: Mounted Combat
Goblins benefit from an ancient pact with the Worgs, and every Goblin receives a +2 bonus to any Bluff, Diplomacy, Handle Animal, Sense Motive, or Survival check made with respect to a Worg.
Favored Classes: Rogue and Wizard
Automatic Languages: Common, Goblin
Bonus Languages: Any

Hobgoblin:
Medium Size
30' movement
Humanoid (Goblinoid, Youkai)
Darkvision 60'
+2 Dexterity, +2 Constitution
+4 bonus to Move Silently checks
Favored Classes: Fighter and Samurai
Automatic Languages: Common, Goblin
Bonus Languages: Any

Other rules:
Everyone in the plane has one of the following templates for free.
Half-Elemental (Land dwellers have half earth, sea dwellers half water, cloud dwellers have half air)
Half-Celestial
Half-Fiend

Half-Elementals also have the appropriate bender dabbling as a bonus feat.

Planar Traits
Normal Gravity
Alterable Morphic
Normal Time
Finite Size

The landmass is earth dominant, and Earth spells have +1 to caster level, as well as being automatically extended, widened, enlarged and empowered where applicable. The bending level for earthbends is boosted by 1.

The skies (1 mile up), are Air dominant and air and electricity spells have +1 to caster level, as well as being automatically extended, widened, enlarged and empowered where applicable. The bending level for airbends is boosted by 1.

The seas are water dominant. Water spells +1 to caster level, as well as being automatically extended, widened, enlarged and empowered where applicable. The bending level for waterbends is boosted by 1.
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Re: Oriental Races

Postby Dragonexx » Sun Feb 26, 2017 5:58 am

Credit to Olescamo for the original version

Kami:
The gods, who create miracles powered by the faith of their believers.

Hit Die: D8
BAB: Good
Saves: All Good
Skills 8+int

Proficiencies: A god gains proficiency with unarmed strikes as well as all simple and martial weapons, as well as one exotic weapon of their choice if they so wish.

Worship: A god must have a certain amount of worshipers depending on her divinity tier, as described on the class. Should her faithful drop below this threshold, the character loses her god levels above that tier until she recovers enough faithful again.
Spoiler:
(so for example a god 7 has 15 000 worshipers, being in the lesser deity treshold, but then her faithful drop to 4000 after a big war, so she loses two god levels droping her to the demigod treshold. Then her faithful drop to 300 after a nasty plague, so she loses all her god levels. She then miracously finds 700 new worshipers, so bumps back to god 5, and then converts 9000 more, rising again to god 7, upon which she can gain 3 more god levels whitout trouble, but will need to reach 100 000 worshipers if she wants to take the 11th level of god and beyond)

Note:Amount of worshipers should not be much of a restricting mechanic, it's fine to assume the player has enough worshipers to keep on going at any time, but isn't supposed to be something that can be blatantly ignored either. A god is expected to adhere to her own portfolio to maintain and increase her worshipers, and a god that just keeps to herself will inevitably start losing faithful. This is never sudden, but a god will still feel if and when her worshiper's numbers and decreasing, and she's expected to take some kind of measures about it. This includes causing “miracles” about her portfolio, geting shrines to herself built, fighting her faith's enemies, unleashing havoc on the non-believers and similar.


Minor God: The weakest tier of gods, usually just overseeing a small village or forest, but still a step above simple mortals. In order to take the first steps in godhood, the character must have at least 500 dedicated worshipers.

God Body:The god retains all of her previous racial traits and stops aging, becoming immortal if she wasn't already. She does not need to eat, sleep, or breathe. A god is immune to polymorphing, petrification, or any other attack that alters its form against it's will. Any shape-altering powers the deity might have work normally on herself. Those are all extraordinary abilities. No abilities of the Demigod, Lesser/Intermediate/Greater Deity may be replicated by other class abilities/spells/powers/abilities/similar, neither can such beings be made into followers/cohorts/companions/similar. The god also becomes immune to Psychic Reformation.

In addition the god gains the alignment subtypes of her own alignment and her attacks always count as that alignment, plus a bonus to Nat armor equal to her Divine Rank (see below). If she already had Nat Armor, use the best value. If her older value was better, also increase it by 1.

Divine Rank:The god has a Divine Rank equal to her god level plus half her levels in non-god classes or hit dice, which determine the power of several of her godly abilities. Divine Rank cannot be boosted by any other means, including bloodlines and similar, unless the ability specifically says it increases your Divine Rank, both words.

Portfolio: At first level the god chooses a portfolio over which she will focus, like Love or Farming or Murder. She gains an insight bonus equal to 2+1/2 HD on all Craft, Knowledge, Profession, and Perform checks directly related to her portfolio. When the god levels up (or suffers another important event, such as alignment change), she may change her portfolio and all related abilities. In addition her portfolio grants her the following abilities, which are Extraordinary unless noticed otherwise.

(click to show/hide)
Spoiler:
Portfolio Sense- A demigod automaticall senses any event in the present related to her portfolio that involves one thousand or more people. The demigod only knows that the event is ocurring and where it is, receiving no sensory information about it.

Remote Sensing-As a standard action, the god can perceive everything whitin a radius of 5 feet per Divine Rank around one of her worshipers, Godly Realm, or well-kept building/object specifically built from another in the name of the god. In the case of a worshipper, she may instead treat this as if she was standing in the worshippers space with all-around vision. This can also be centered on any place where someone spoke the god's name or title for up to 1 hour after the name is spoken, and at any location when an event related to the deity's portfolio occurs (see portfolio sense). The remote sensing power can cross planes and is not fooled by misdirection/nondetection and similar spells, and it does not create a magical sensor that other creatures can detect. Once the deity chooses a remote location to sense, she automatically receives sensory information from that location until she chooses a new location to sense, or until she can't sense the location. She can extend her senses up to a location per Divine Rank at once and still sense what's going around herself. If the god has 20 or more HD she may affect a radius of one mile per Divine Rank.

Block Sensing-As a standard action, the god can block the sensing ability of other deities of her rank or lower. This power extends for 5 feet per Divine Rank centered on one of her worshipers or building/object built on her name in good conditions, or the same distance around a portfolio-related event. The god can block a remote location per Divine Rank at once lasting 1 hour per Divine Rank, plus a permanent equal effect centered on herself that can be desactivated/reactivated as a standard action. If the god has 20 or more HD the radius increases to one mile per Divine Rank.

Expertise-When performing an action within its portfolio that would usually be solved with a skill check and take more than 1 round, the deity can perform it in half the time. If the deity has 20 or more HD, she can perform those actions as a free action, as long as the check DC is equal or less than 10+1/2 HD. The god can perform up to one such free action per Divine Rank per round.

Craft Magic Items-The god can create magic items related to its portfolio without any prerequisite item creation feat or spell known, using her Divine Rank for CL. The item's cost and creation time remain unchanged. At Divine Rank 11 the creation time is halved for medium and greater items, and a full round action for lesser items.


Divine Characteristic: The faith bestowed upon a god makes them far superior to regular mortals. At each god level pick one of the following options. None can be taken more than once and they're extraordinary abilities, unless noted otherwise.


Spoiler:
God Aura-The mere presence of a god can deeply affect mortals and beings of lower divine rank. All divine aura effects are mind-affecting, extraordinary abilities. Mortals and other deities of lower rank can resist the aura’s effects with successful Will saves; the DC is 10 +1/2 HD +Charisma modifier. Deities are immune to the auras of deities of equal or lower Divine rank. Any being who makes a successful saving throw against a deity’s aura power becomes immune to that deity’s aura power for one day. Divine aura is an emanation that extends around the deity in a radius of 5 feet per divine rank. The deity chooses the size of the radius and can change it as a swift action. If the deity chooses a radius of 0 feet, its aura power effectively becomes non-functional. When two or more deities’ auras cover the same area, only the aura that belongs to the deity with the highest rank functions. If divine ranks are equal, the auras coexist. If she has 20 or more HD the radius is doubled.

The deity can make her own worshipers, beings of her alignment, or both types of individuals immune to the effect as an immediate action. The immunity lasts one day or until the deity dismisses it (a free action). Once affected by an aura power, creatures remain affected as long as they remain within the aura’s radius. The effects of the aura must be picked from the below list when this ability is choosen.

<Awe>creatures failing their saves are Dazed for 1 round.
<Fright>Affected beings become shaken for 1 round. If they're then damaged by the deity while shaken from this, they become frightened for 1 round.
<Resolve>The deity’s allies receive a morale bonus on attack rolls, saves and checks for 1 round equal to 1+(1/5 Divine Rank), while the deity’s foes receive an equal penalty on attack rolls, saves, and checks for 1 round.

You may pick this characteristic multiple times, each one picking a diferent option, but only one can be active at a time, switching being a swift action. If the deity has 20 or more HD, she can keep them any combination of the ones she knows active at the same time.

God Word-The god can understand, speak and read any language, including nonverbal languages. The Deity can speak directly to any being within one mile per Divine Rank, provided they know they general location (knowing where their home sits is enough, the city block it lives in no). In addition 1/day per HD as a standard action the god can send a communication to a remote location. She can speak to any of her own worshipers, and to anyone within one mile per divine rank away from a building/object in good conditions dedicated to the deity. The creature being contacted can receive a telepathic message that only it can hear. Alternatively, the god’s voice can seem to issue from the air, the ground, or from some object of the god’s choosing (but not an object or locale dedicated to another deity of equal or higher divine rank than the god who is speaking). In the latter case, anyone within earshot of the sound can hear it. The deity can send a manifestation or omen instead of a spoken or telepathic message. The exact nature of this communication varies with the deity, but it usually is some visible phenomenon. A deity’s communication power can cross planes and penetrate any barrier. Once communication is initiated, the deity can continue communicating as a free action until she decides to end the communication, up to 1 hour. The god can carry on as many remote communications at the same time as she has Divine Ranks. If she has 20 or more HD, she can use this ability at will.

God Field- The Demigod gains a Divine bonus to AC equal to 1+1/5 her Divine Rank. If she has 20 or more HD, she also gains a Deflection bonus to AC equal to her Cha mod (minimum +1).

God Smite- Choose ranged or melee. The God gains a bonus on all attack rolls of that kind equal to 1/4 her Divine Rank. If she has 20 or more HD she no longer automatically fails attack rolls of that kind on a natural 1. You can pick this up to two times, choosing a diferent option each time.

God Grace- The Demigod gains a bonus on a save of her choice picked when this ability is gained equal to her Divine ranks. If she has 20 or more HD she no longer automatically fails saves of that kind on a natural 1. You can pick this up to three times, each one applying to a diferent save.

God Ward- Choose one of the following combinations
<Energy Drain, Ability Drain, Ability Damage >
< Mind-Affecting effects and Disintegration>
< Disease and Poison>
< Stunning and Sleep>
< Paralysis and Death effects>
You gain a bonus equal to your Divine Rank saving against attacks of that kind and never suffer any bad effects if you succeed. Even if the effect would normally not allow a save you may try to resist it anyway with a Will save with DC 10+1/2 HD of the attacker+Attacker's Highest Stat mod. If you have 20 HD or more you become fully immune to those effects. You may pick this characteristic multiple times, each one choosing a diferent option.

God Resistance- Choose an energy type. You gain resistance 5+divine rank against that element. If you are at least an intermediate deity you gain immunity to that energy type. You can pick this characteristic multiple times, each one choosing a diferent option.

God Skin- You gain DR/epic equal to ½ HD or SR equal to 11+HD. You may raise or lower this SR at any time as a free action even if it isn't your turn. If you already had SR increase it by 4. If you have 20 or more HD, then your DR/epic becomes equal to your HD and your SR increases by 2. You may pick this characteristic twice to gain both SR and DR/epic.

God Domain- Choose a cleric Domain related to your portfolio. You gain that domain as a sphere with advanced access. You may use your Divine Rank instead of cleric level for any effects that call it. Any Save DCs becomes 10+1/2 HD+Charisma mod. You can pick this option multiple times, each one choosing a diferent cleric Domain.

God Senses-Double the range of your senses (including darkvision and low-light vision if you have them). If you have 20 or more HD, they extend out to a radius of one mile per Divine Rank. This doesn't allow you to see trough solid objects.


God Skill-Two times per day per HD you can add your Divine Rank on any one skill check or turning check you perform (but no more than once per roll). This takes no action but you need to choose to use this ability before actually rolling the dice. If you have 20 or more HD, then you can choose to use this ability after seeing the result of this roll.

God Ability-Two times per day per HD you can add your Divine Rank on any one ability check (except Iniative checks) or caster level check you perform (but no more than once per roll). This takes no action but you need to choose to use this ability before actually rolling the dice. If you have 20 or more HD, then you can choose to use this ability after seeing the result of this roll.


God Mastery- Once per day per HD you can take 10 on any one skill check, ability check, caster level check or turning check you perform. This takes no action but you need to choose to use this ability before actually rolling the dice. You need at least Divine Rank 6 and God Skill to pick this ability. If you have 20 or more HD, then you can choose to use this ability after seeing the result of this roll.

God Perfection- Once per day per HD you can maximize any one roll you perform getting the best possible result on the roll. This takes no action but you need to choose to use this ability before actually rolling the dice. On an attack roll, the you must still roll to confirm crits normally. You need at least Divine Rank 11 and God Mastery to pick this ability. If you have 20 HD or more, you can choose to use this ability after seeing the result of your roll.

God Travel-The god can use teleport as a SLA 1/day per Divine Rank with CL=HD, except the god can only transport herself and any objects up to her carry capacity. Teleporting to her own Godly Realm or a building built in her name doesn't spend uses. Familiars, personal mounts or personal intelligent weapons can be transported if they're within the weight limit. A god with 8 or more HD can transport other creatures with her as a normal teleport. A god with 12 or more HD instead uses Greater Teleport with the same limitations. A god with 20 or more HD can use this ability at will.

God Shift-You need God Travel and Divine Rank 6 to pick this option. It works as God Travel, except instead of Teleport it allows you to use Plane Shift as a SLA the same number of times per day and the same limitations.

God Toughness-All your God HD are maximized and your max HP is increased by an amount equal to your Divine Rank. You may take this ability a second time, in which case all your current and future HD are automaticaly maximized.


Grant Spells: A god automatically grants spells and domain powers to mortal divine spellcasters who pray to her (if your campaign runs like that). Deities can grant spells from any divine spell list. A deity can withhold spells from any particular mortal as a free action. Even spells already granted can be retaken like that.

Godly Realm: The god has a location that serves as a workplace, personal residence, audience chamber, and sometimes as a retreat or fortress. A god is at its most powerful within her godly realm. A god has at least modest control over the environment within its realm, controlling the temperature and minor elements of the environment. The radius of this control is 100 feet per divine rank (or 1 mile per rank for a god with 20 HD or more), and once the location is chosen, you need one week of meditation of it to make it your own. The god must be in the chosen area to activate this ability, and can only have one godly realm at a time. Any previous godly realm you've altered reverts to its original characteristics when you abandon it.
Spoiler:
Within this area, the god can set any temperature that is normal for the plane where the realm is located (for the Material Plane, any temperature from -20ºF to 120ºF), and fill the area with scents and sounds as the god sees fit. Sounds can be no louder than one hundred humans per divine rank could make, but not intelligible speech or harmful sound. The god’s ability to create scents is similar. Deities of rank 6 or higher can create the sounds of intelligible speech. A demigod or lesser god can erect buildings and alter the landscape, but must do so through its own labor, through magic, or through its divine powers. A god of rank 6 or higher not only has control over the environment, but also controls links to the Astral Plane. Manipulating a realm’s astral links renders teleportation and similar effects useless within the realm. The god can designate certain locales within the realm where astral links remain intact. Likewise, the god can block off the realm from planar portals or designate locations where portals are possible. A god of rank 11 or higher can also apply the enhanced magic or impeded magic trait to up to four groups of spells (schools, domains, or spells with the same descriptor). The enhanced magic trait enables a metamagic feat to be applied to a group of spells without requiring higher-level spell slots. Many deities apply the enhanced magic trait to their domain spells, making them maximized (as the Maximize Spell feat) within the boundaries of their realm. The impeded magic trait doesn’t affect the god’s spells and spell-like abilities.

In addition, a god of rank 11 or higher can erect buildings as desired and alter terrain within 1000 feet (or ten miles for a god with 20 HD or more) to become any terrain type found on the Material Plane. These buildings and alterations are manifestations of the god’s control over the realm.

A greater god (rank 16 or higher) also can perform any one of the following acts:

- Change or apply a gravity trait within the realm.
-Change or apply an elemental or energy trait within the realm.
-Change or apply a time trait within the realm.
-Apply the limited magic trait to a particular school, domain, or spell descriptor within the area, preventing such spells and spell-like abilities from functioning. The greater god’s own spells and spell-like abilities are not limited by these restrictions.

Once a god sets the conditions in her realm, they are permanent, though the god can change them.

All of the above changes take a standard action to specify. The change gradually takes effect over the next 10 minutes. Changing astral links, planar traits, or terrain requires more effort, and the god must labor for a year and a day to change them after the first time. During this time, the god must spend 8 hours a day on the project. During the remaining 16 hours of each day, the god can perform any action she desires, so long as she remains within the realm. The astral links, planar traits, and terrain remain unchanged until the labor is complete.


Salient Divine Ability: The god gains a Divine Salient Divine ability from the below list for each divine rank, plus an extra one at god levels 5, 10, 15, 19, 20. Using them is a standard action unless noted otherwise, and they don't provoke attacks of opportunity, aren't subject to spell resistance and work normally inside an antimagic field, but they otherwise count as supernatural abilities. Some abilities require the god to rest afterward. A resting god can engage in light activities such as talking or walking at half speed. When attempting anything more strenuous than that, the god can only take partial actions and suffers a -6 penalty on all attack rolls, saves, and checks. The god cannot use another ability that requires rest until its current rest requirement is fulfilled. Any time the god spends performing strenuous activities does not count toward the required rest time. Unless otherwise noticed, any Salient Divine Ability with a duration other than instantaneous can be ended earlier as a fullround action. Also, whenever you use a salient divine ability, you may choose to leave behind your personal symbol carved on the area or subject affected. This is always just a small cosmetic change, and can be removed with some effort.

Maneuvers: The god learns and readies maneuvers of the Venerable Battlefield school with the same maneuvers known, maneuvers readied, and stances known as a Swordsage. If the god knew maneuvers from other schools before, she may learn maneuvers and stances from those other schools as well. Her initiator level is equal to her god level plus half other levels in non initiating classes and she can only learn maneuvers of a level no bigger than half (IL+1), rounded down. Every time the god exits a stance without entering a new one, she may recover all her expended maneuvers.

The god can choose and prepare its readied maneuvers with 5 minutes of meditation, or by 1 minute of actively engaging on an act directly related to her portfolio just for the sake of it.

At 4th level, and every even-numbered level afterwards, the god can swap one of his older maneuvers with a new one he qualifies for from the Venerable Battlefield school.

In addition pick a weapon you're proficient with (which can be a natural weapon). That becomes your favored weapon. If you don't have proficiency with any weapons, you may pick a simple weapon to become your favorite weapon, in which case you gain proficiency with it.

Holy day: It's usual for mortals to dedicate certain days to certain gods. At 2nd level pick a day of the year. During that day, your Divine Rank increases by 1.

Higher Existence:At levels 3, 4, 7, 8, 9, 13 14, 18 and 20 you gain a permanent +1 to an ability score of your choice. You cannot pick the same ability score twice in a row with this ability.

Lesser Deity:To become a lesser deity you need at least 5000 worshipers and 6 divine ranks. You now impose some respect on godly politics, and gain a +2 bonus on all charisma-based skill checks against demigods.

Intermediate Deity:To become an intermediate deity you need at least 100 000 worshipers and 11 levels. You now impose serious respect on godly politics, and gain a +4 bonus on all charisma-based skill checks against minor deities and +2 bonus on charisma-based skill checks against Lesser Deities.

Word of God: You have enough reputation for normal people to believe pretty much anything you say. At 12th level you gain a +6 bonus on all charisma-based skill checks against mortals.

Greater Deity:To pick the 16th level of God you need at least 1 000 000 worshipers. Smaller gods treat you as mortals treat the gods. You gain a +6 bonus on all charisma-based skill checks against demigods, a +4 bonus on charisma-based skill checks against Lesser Deities and a +2 bonus on all charisma-based skill checks against Intermediate deities.

Ancient Field: At 17th level you can now remain in two Venerable Battlefield stances at the same time.
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Re: Oriental Races

Postby Dragonexx » Sun Feb 26, 2017 7:08 pm

Salient Abilities:
Alter Size-As a swift action a number of times per day equal to her Cha mod, the god can become one size category smaller or bigger, plus an extra size category smaller or bigger at 8 HD and every extra 4 HD from there. The transformation lasts up to 1 hour per Divine rank, altough it can be dismissed earlier as an immediate action. If the god has 10 HD or more she can expend an use to change the size of up to 100 pounds of objects she touches, with the same limitations. Familiars, personal mounts of personal intelligent weapons can also be changed with this, as long as they're inside the weight limit. If the god has 20 HD or more, she can use this at will and the duration is permanent until reversed. This never stacks with itself, and the god's ability scores and natural armor bonus don't change, but otherwise she gains all the usual bonus and penalties for size change.

Alter Form-You need Alter Size to pick this Salient Divine ability. This is an extraordinary ability. As a move-equivalent action, the god can alter her form, including clothing and equipment. The assumed form must be corporeal. The god’s body can undergo a limited physical transmutation, including adding or subtracting one or two limbs (but such extra limbs are purely decorative, unless the god has 20 or more HD, in which case they can work as another limb the god already has). If the form selected has wings, the god can fly with poor maneuverability. Likewise, the god can swim if the form has fins, breathe water if the form has gills, and so on. The speed of the new movement is equal to her base speed. If she becomes a being whitout limbs capable of fine manipulation, increase all her movement speeds by 5 feet per Divine Rank.
The god can remain in the altered form indefinitely, but resumes her own form if slain. The god’s attack bonus, Armor Class, and saves do not change. The god does not gain any of the assumed form’s special abilities, attack forms, defenses, ability scores, or mannerisms. The god can change physical qualities (such as hair color, hair texture, skin color, and gender). The god can use this ability to create disguises, gaining a bonus of +10 on her Disguise checks. The god can use her Alter Size ability simultaneously along with this one to become taller, shorter, thinner, or heavier.
In addition, now when the god Alter Sizes to bigger, she gains a +2 bonus to Str for each size category she grows beyond her normal size, and she also gains a +2 bonus to Dex for each size category she shrinks beyond her normal size.

Alter Reality-The Deity merely thinks of something and then makes it so. Doing this requires at least a standard action. The Deity can use this 2/day per HD. If she has 20 HD or more, she recovers one use per divine rank every 10 minutes.
The god can duplicate any spell of a level no bigger than half her HD (up to 9th level spells), provided she also has a base Cha score of 20+Spell level and the spell is somehow related to her portfolio. This costs a number of uses equal to the spell's level (1/2 charge for a 0th level spell). Save DCs are Cha-based (or 10+1/2 HD+Cha mod if it would be bigger) and CL=HD. Material and exp components must be supplied as usual. The god can add any one core metamagic feat available before epic levels by expending an extra number of uses equal to the Metamagic modification and then needs to rest for an equal number of rounds. It still takes a standard action to use this ability, so there is no point in using the ability to duplicate a quickened spell.
The god can render a magical or supernatural effect last 24 hours as long as it's related to her portfolio. The rest requirement varies with the effect: 10 minutes per level of the effect times the number of subjects affected, 10 minutes per total Hit Dice of creatures affected, or 10 minutes per 10-foot cube affected. Use the highest applicable value. If the god has 20 HD or more then it becomes permanent instead. The god cannot make permanent more effects than her Cha mod. If she tries to do so, the oldest one automatically ends (unless its original duration hadn't yet expired). The god can also use this to make a willing worshiper stop aging and don't die of old age.
If the deity has 20 HD or more she can expend an use to reshape the landscape, creating any type of terrain the deity can imagine that's related to her portfolio (this however doesn't allow for the creation of, say, mountains of magic items, mecha-cities, jewel forests, living islands or any kind of creature or item/equipment). Each 10-foot cube of material to be reshaped requires 1 round of effort, and the deity must rest for one day per 10-foot cube shaped after the work is completed.

Annihilating Strike-You need both Divine Rank 11 and Bab 9+ to pick this Salient Divine ability. When the god strikes with a weapon or natural weapon, the opponent struck might be obliterated. Creatures, attended objects, and magic items must make a Fortitude save (DC=10+1/2 HD+Str mod) or be reduced to -10 hit points and killed outright. Unattended, nonmagical objects are obliterated. The deity can destroy up to 1,000 cubic feet (a 10-foot cube) of nonliving matter per rank, so the ability destroys only part of any very large object or structure targeted.

Divine Shield-As an immediate action, the god can create a shield that lasts 1 minute (or 10 minutes for a god with 20 HD or more) and protects the god’s body and equipment from attacks. The shield stops 10 points of damage per divine rank. Once the shield stops that much damage, it collapses. The damage can be from any source, including a divine blast attack. The god can use this ability a number of times per day equal to 3 + her Charisma modifier. However if her Shield is broken, she must wait 1d4+1 rounds before being able to use it again. The god can adjust the shield so that it does not block damage the god ignores anyway. The effects of multiple divine shields do not stack.

Area Divine Shield-You need Divine Rank 6 and Divine Shield to pick this ability. Except where noted here, this ability works like the Divine Shield ability. The god produces a transparent barrier whose area is up to one 10-foot square per rank, or a sphere or hemisphere with a radius of up to 1 foot per rank. The barrier can be placed anywhere within the god’s line of sight. The god can place the barrier so that it is mobile with respect to some unattended object or willing creature. The barrier can be adjusted to ignore certain types of damage, just as a divine shield can. If the god makes the shield mobile with respect to a willing creature, the god also can make the barrier one-way with respect to the creature and her allies, allowing them to attack through the shield and still use her protection. The god can shape the shield around herself or around a willing creature so thats it is skintight, which prevents the subject from being touched.

Avatar-You need Divine Rank 6 to pick this ability. An avatar serves as a god’s alter ego, effectively allowing the god to be in two or more places at the same time. An avatar is an extension of a god. The god senses and knows everything the avatar senses and knows and vice versa. Each avatar counts as a remote location where the god is sensing and communicating. A lesser god can have up to one avatars at once, an intermediate god can have up to two, and a greater god can have up to four avatars at once (double those amounts if the god has 20 HD or more). It takes a god one year to create an avatar (but gains one “instantly” when he chooses this ability) or replace a destroyed avatar (or a fullround action if the god has a willing worshiper with HD=god's divine rank that sacrifices himself to become a new avatar). The process does not require any special effort on the god’s part. An avatar must be created in the god’s own realm. If the god has the Divine Creation salient divine ability, the god can use she to create a new avatar anywhere. However, the god must rest afterward as noted in the Divine Creation ability description. An avatar is a less powerful version of a god, having the exact same stats and class choices, except the Avatar has -2 god levels, plus -1 god level for each extra avatar beyond the first. The avatar must be supplied with his own equipment (starting completely naked when created) and if he uses any ability that costs exp, the exp is deducted from god herself. Its body instantly disapears when killed and any effects that demand a sacrifice cost or similar automatically fail if they try to use the avatar as “payment”.


Banestrike- Any weapon the god wields (as well as natural attacks) gains a +1 bonus on attack rolls and it deals an extra +1d6 points of damage for every 5 Bab the god has. In addition pick a creature type (if outsider, you must pick an alignment subtype as well, if humanoid, you must pick a specific race). Against creatures of that type this bonus to attack rolls and damage rolls are doubled, as well any DCs of your attacks against such creatures increases by 1. You may pick this Salient Divine ability multiple times, each one choosing a diferent creature type (but the “base” bonus to attack rolls and extra damage doesn't stack). If the god has 20 HD or more double all the bonus.

Battlesense-The god cannot be surprised or flanked except by a god of higher rank. The god retains her Dexterity bonus to Armor Class even if caught flat-footed or attacked by an invisible opponent, and is not subject to sneak attacks except by deities of higher rank.

Call Creatures-Once per day the god can use Gate as a SLA a number of times per day equal to her Divine Rank, except it can only call one kind of creature related to her portfolio (chosen when this ability is gained) and the total amount of called creatures cannot have a total encounter CR than the god's own HD-2, plus the god cannot call more creatures while the ones of a previous calling still exist (each can be dismissed as an immediate action). Whenever the god gains a level she can change what kind of creature she calls with this. Any SLAs from those creatures that demand expensive material components or exp costs must be supplied by the god, and any equipment the creatures bring with them is gone when they go. The creatures are transported to the god’s presence through an interdimensional connection similar to that created by a gate spell, except that it opens to the Material Plane. The creatures willingly serve to the best of their ability up to 1 hour and gain a bonus to attack rolls, damage rolls, saves and skill checks equal to half the god's Cha mod. The calling effect is otherwise similar to the calling property of the gate spell. If the God has 20 HD she recharges the uses of this ability every hour and the called creatures add the god's full Cha mod to their attack rolls, damage rolls, saves and skill checks. You can pick this multiple times, choosing a different kind of creature each time.

Clearsight-The god can see illusions, transmuted creatures and objects, and disguised creatures or objects for what they really are, provided they are within 5 feet per divine rank of the god. This ability is similar to the true seeing spell, except that it does foil mundane disguises. If the god has 20 HD or more, double the Clearsight range.

Command Plants-The god can make plants grow in a radius of up to 10 feet (or one mile if she has 20 HD or more).The god can use this ability even in a place where no plants grow, though in this case the plants wither and die after one day if the environment still can't support them. This ability works like the plant growth spell, except that it cannot be countered except by a god of higher rank than the god using the ability.

Also once per day, the god can charm plant creatures, animate plants, or make them entangle her foes. This ability functions like the command plants spell, except that her maximum duration is one day no matter which option the god chooses. A number of times per day equal to her Cha mod, the god can charm a number of plant creatures equal to her divine rank with this ability, as the Charm Monster spell except it only works on plant creatures and duration is 1 day. Save DCs are 10+1/2 HD+Cha mod.

Control Creatures-The god can command one kind of creature related to her portfolio, chosen when this ability is gained, as well as similar creatures ( wolves, dire wolves, whorgs, werewolves would be ok for a wolf god, all undeads would not for a death god). This ability is similar to the dominate monster spell, but it is not a mind-affecting ability (the god seizes direct control over the creature’s body). All creatures to be affected must be within the god’s line of sight when first affected. Once control is established, distance is not a factor and the god can maintain control remotely, even across planes and through wards or barriers (except divine shields and warding spells cast by deities of higher rank than the god using the ability). The subject is allowed a Will save (DC 10 + the god’s rank + the god’s Charisma modifier) to resist and is allowed a new save if the god commands the subject to do something against its nature.

At any given time, the god cannot have more creatures under her control than her divine rank (or ten times that if she has 20 HD or more). If the god already has the maximum number of creatures under her control, she can still attempt to take control of other creatures, but must first release one or more creatures already under her control (immediate action). You can pick this ability multiple times, each one choosing a diferent kind of creature.

Create Object- You need Divine Rank 6 to pick this ability. As a full-round action 1/day per HD, the god can create one or more simple, nonmagical objects with a total weight of up to 50 pounds per divine rank, and filling no more than 10 cubic feet per rank. If the god uses this ability on a divinely morphic plane or within her own godly realm, double the weight the god can create. If the god’s realm is located on a divinely morphic plane, triple the volume and weight the god can create there. For purposes of this ability, a simple object can have no moving parts more complex than a door hinge and must be composed of a single material. The material can be no more valuable than 50gp per HD. Once created, the objects are permanent and nonmagical. If the god has the appropriate Craft skill, the god can make a Craft check when creating the item to make it a masterwork item.

Create Greater Object-You need Divine Rank 11 and Create Object to pick this ability. As a full-round action 1/day per HD (at will if the god has 20 or more HD), the god can create mundane objects weighing up to 1000 pounds per divine rank, and with a volume up to 20 cubic feet per rank. If the god uses this ability on a divinely morphic plane or within her own godly realm, double the volume and weight the god can create. If the god’s realm is located on a divinely morphic plane, triple the volume and weight the god can create there. A god can use this ability to create any kind of nonmagical object.

Divine Air Mastery-You need to have the Air Domain and respective God Magic characteristics to pick this ability. The god gains a competence bonus on attack rolls, damage, and Armor Class equal to her divine rank if both the god and her foe are airborne. The god can fly with perfect maneuverability at her base speed. When flying, the god can automatically know the location of any corporeal creature within 5 feet per divine rank, by sensing the disturbance in the air the creature causes. If the god has 20 HD or more double the range of the sensing range. The god is also under a permanent Control Winds effect. At Divine Rank 6 the area is doubled, and again at divine ranks 11, 16 and 20, not following D&D's normal multiplication rule.

Divine Archery-You need Bab 3+ to pick this ability. The god can fire a ranged weapon at any target within line of sight and within range of the god’s personal senses. No range increment applies to the attack. The god does not incur any attacks of opportunity for firing a ranged weapon when threatened. As a full-round action, the god may fire an arrow/bolt/bullet/similar at her full base attack bonus at each opponent within 10 feet per divine rank. The god must have the Weapon Focus feat with the type of ranged weapon she uses to perform this attack. When shooting a ranged weapon, the god can ignore any cover bonus to the target’s AC or any miss chance conferred by the target’s concealment, as well as adverse wind conditions, including magic ones like Wind Wall. If the god has 20 HD or more, she can also add her Cha mod to damage rolls with ranged weapons.

Divine Armor Mastery-The god ignores the Max Dex limits and isn't slowed down with any armor she wears and is proficient with, as well as armor skill penalties. If the god has 20 HD or more, she can instantly don or remove any armor she's proficient with as a free action 2/round.

Divine Blast-The god can use this ability a number of times per day equal to 3 + her Charisma bonus. The ray created can extend up to one mile per rank (the god chooses the length). The target the ray strikes takes 1d12 points of damage per rank of the god, plus 1d12 points of damage per point of Charisma bonus the god has if she has 20 HD or more. There is no saving throw, but the god must make a ranged touch attack to hit the target. The god can make the ray look, sound, smell, and feel like anything it desires as long as it is related to her portfolio. Despite the appearance of the ray, the damage it deals results directly from divine power and is therefore not subject to being reduced by protection from energy and similar magic. The ray destroys a wall of force, prismatic wall, prismatic sphere or similar on its path (all layers are destroyed). The ray itself is unaffected and can strike a target behind the effect after destroying it. Regular physical barriers take full damage of the Divine Blast, that ignores any Hardness on them, and if it deals enough damage to destroy them it keeps punching trough at full power. Only a divine shield (or sturdy enough regular physical barrier) can stop the ray. If you couldn't detect your target taking cover behind the obstacle before shooting, you suffer the usual 50% miss chance for firing blind. It fully affects incorporeal/ethereal creatures.

Divine Blessing-Choose one ability: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. The god must have a score of at least 20 in the selected ability. At will the deity can grant mortals a +2 untyped bonus to that ability that lasts for one day. For each 5 points beyond 20 the deity has in that score, the bonus granted increases by 1. At one time, the god can affect a number of creatures equal to her divine rank. If the deity has 20 or more HD, her own chosen ability score permanently increases by 2. You can pick this ability multiple times, each one picking a diferent ability score. You can also affect yourself with this, as well as any gods of lesser divine rank that pledge their alliance to you.

Divine Celerity-The god can, as a free action 1/round a number of times per day equal to her Divine Rank, take an extra move action in any one round. By spending three uses she can take an extra swift action in any one round. By spending six uses of this ability she can take an extra standard action in any one round. If the deity has 20 or more HD, she acts as if Hasted in any round when she activates this ability as well.

Divine Creation-You need Divine Rank 16 and Create Greater Object to pick this ability. As a full-round action once per day, the god can create mortal creatures or magic items whose total weight is up to 100 pounds per divine rank, and with a total volume up to 20 cubic feet per rank. If the god uses this ability on a divinely morphic plane or within her own godly realm, double the volume and weight the god can create. If the god’s realm is located on a divinely morphic plane, triple the volume and weight the god can create there.
This ability works like the Create Greater Object ability, except as noted below.
A god can use this ability to create any kind of creature that does not have a divine rank as long as it is related to her portfolio, up to a total encounter CR equal to the god's own HD-2. The god can create a creature with class levels(which count towards their CR on 1 to 1 basis), but it's CR must still fit the requirements. The new creatures are by default friendly to the god, but they're not bound to her service in any way and may actually turn on her if their relation sours.
The god must convert a considerable amount of her own energy into a creature, which always leaves the god impaired. The god must rest for 10 minutes per CR created after creation.
The god can create any kind of magic item as a full round action except an artifact as long as it is related to her portfolio.

Divine Dodge- Any physical attack or individually targeted spell directed at the god has a percent miss chance equal to 20+ the god’s rank. Area effects that include the god have a similar chance to be ineffective. If the god has 20 HD or more, add the God's Charisma score (yes, score) to the miss chance, up to a 90% miss chance. This doesn't stack with other miss chances.
The ability is similar to the blink spell, except that it is defensive only and the god does not move to the Ethereal Plane, but simply exits from reality for a brief moment. This ability never interferes with the god’s own attacks or abilities. If an attack overcomes the miss chance, the god still gets the benefit of a saving throw (if one is allowed).

Divine Earth Mastery-You must have the Earth Domain and respective God Magic characteristics to pick this ability.The god gains a competence bonus on attack rolls, damage, and Armor Class equal to her divine rank if both the god and her foe are touching the ground. The god gains a burrow speed equal to half her base speed, and if she has 20 HD or more, the ability to glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water at her base speed. This burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of her presence.
The god has tremorsense, allowing it to automatically sense the location of anything within 10 feet per divine rank that is in contact with the ground. At will the god can duplicate the effects of the stone shape, move earth, rusting grasp, transmute rock to mud, transmute mud to rock, and disintegrate spells, with any earth, stone, or metal object as a target, as long as the spell is of a level no bigger than half her HD. Any save DCs are 10+1/2 HD+Charisma mod. The god can also transmute any object made of earth, stone, or metal into a different kind of earth, stone, or metal, as long as it is as valuable or less. The god can affect any object it can see with this, but no more than one object per round, and up to 5 cubic feet per Divine Rank at a time. Holded equipment always gets a saving throw acording. Magic item properties remain unchanged.

Divine Fast Healing-The god gains fast healing equal to half her Divine Rank, stacking with any already existing fast healing. Lost limbs or body parts reattach instantly when pressed against the wounds of your body. If you have 20 HD or more, add your Cha mod to your Fast Healing rate. You can take this multiple times, its effects stack.

Divine Fire Mastery-You must have the Fire Domain and respective God Magic characteristics to pick this ability. The god gains a competence bonus on attack rolls, damage, and Armor Class equal to her divine rank if both the god and her foe are touching fire or using weapons with the flaming or flaming burst special abilities. The god is immune to the effects of fire and heat.
The god can automatically know the location of any corporeal creature within 5 feet per divine rank by sensing the disturbance in the ambient temperature that the creature causes. This range is doubled if she has 20 or more HD.
The god has complete control over all nonmagical fire and, a number of times per day equal to her Cha mod (double that if she has 20 or more HD), can duplicate the effect of any spell with the fire descriptor as a standard action, as long as the spell is of a level no bigger than half her HD. Save DCs are 10+1/2 HD+Cha mod.

Divine Inspiration- The god can enchant creatures to create a specific emotion. All must be within the god’s line of sight when first affected. The specific effects depend on the emotional state induced. The God can dismiss the effects earlier as a free action. A creature which successfully saves is immune to that particular use of Divine Inspirition from that god for 24 hours.
Spoiler:
<Courage>
The enchanted creatures become immune to fear effects and receive a +2 morale bonus on attack rolls, weapon damage rolls, skill checks, and Will saves for 1 hour (24 hours if the god has 20 HD or more).

<Despair>
The enchanted creatures are affected as by an improved version of the crushing despair spell: affected creatures suffer a -4 penalty on attack rolls, damage rolls, saves, and checks unless they make a successful Will save (DC 10 + god’s Charisma modifier + god’s divine rank). The effect lasts 1 hour (24 hours if the god has 20 HD or more).

<Dread>
The enchanted creatures must make successful Wisdom checks (DC = the god’s divine rank) to attack or fight. If the check fails, the creature flees in panic for 1d4 rounds. If the check succeeds, the creature does not have to check again for 10 minutes. The enchanted creatures also suffer a -2 morale penalty on attack rolls, weapon damage rolls, skill checks, and Will saves for 1 hour (24 hours if the god has 20 HD or more).

<Frenzy>
Frenzied creatures spend themselves in drinking, feasting, and dancing unless provoked or incited to violence. Frenzied creatures turn violent if they are attacked or perceive a threat to their safety. Frenzied creatures receive a +4 morale bonus to Strength and Dexterity, a -4 penalty to Wisdom, and a -2 penalty to AC. Subjects can attempt Will saves (DC 10 + god’s Charisma modifier + god’s divine rank) to resist the effect. This is a mind-affecting compulsion and lasts 1 hour (24 hours if the god has 20 HD or more).

<Hope>
The enchanted creatures gain a +4 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. This lasts 1 hour (24 hours if the god has 20 HD or more).

<Rage>
The enchanted creatures receive a +4 morale bonus to Strength and Constitution scores, a +2 morale bonus on Will saves, and a -2 penalty to AC. They are compelled to fight heedless of danger. Subjects can attempt Will saves (DC 10 + god’s Charisma modifier + god’s divine rank) to resist the effect. This is a mind-affecting compulsion and lasts 1 hour (24 hours if the god has 20 HD or more).

<Love and Desire>
A love effect causes the target to fall in love with the specified creature, seeking every opportunity to be near that creature and making every effort to win the creature’s affection. A desire effect is similar, but the target seeks any opportunity to become physically intimate with the specified creature. Subjects can attempt Will saves (DC 10 + god’s Charisma modifier + god’s divine rank) to resist the effect. This is a mind-affecting compulsion effect that lasts 24 hours/divine rank (1 week/divine rank if the god has 20 HD or more).


Divine Deflection-You need BAB 6+ to pick this. The god can deflect any ranged attacks (including spells that require ranged touch attacks) as if they were arrows. The god can deflect an extra number of attacks in a single round equal to her Divine rank (no limit if she has 20 HD or more). When the deity deflects any attack, the attack is reflected upon the attacker or another valid target within range, using the deity’s base ranged attack bonus. When the deity deflects a spell, the spell’s level is added to the DC to deflect the attack.

Divine Radiance-You need the Sun (or equivilent) Domain to pick this ability. The god can shed light in a (10 feet × divine rank) emanation from her body. This light counters and dispels all darkness effects (unless created by a god of higher rank) and causes pain and damage to oppositely aligned undead creatures, who take 1d6 points of damage per round with no save (2d8 if the god has 20 HD or more). As a full attack action the god can generate up to three rays of scorching light that can strike targets up to a number of miles away equal to the god’s divine rank as ranged touch attacks. Each ray deals 1d6 points of damage per 2 divine ranks. Undead take 1d12 points of damage per 2 divine ranks. You can only target one ray against a medium or smaller creature, but can target two rays at a large creature and three rays against an huge or larger target.

Divine Recall-The god remembers every event of a certain type that has ever occurred. The type of event must be chosen when this ability is gained and can't be changed after. The god can take this ability multiple times, choosing a different type of event each time. You remember everything you would have sensed if you were there physically when the event occured.

Divine Skill Focus- Choose a skill in which you have maxed ranks. The god receives a bonus equal to her Divine Rank on all checks with the selected skill. If the god has 20 or more HD she gains an extra +10 on checks with that skill.

Divine Sneak Attack-You need to have at least 5d6 sneak attack (or similar precision damage ability) to pick this. The god’s sneak attacks deal an additional +3d6 points of damage. Any attack of opportunity the god makes is considered a sneak attack. The god can flank or catch flat-footed any opponent whose divine rank does not exceed the god’s and can sneak attack that opponent regardless of any immunity to flanking/catch flat-footed and can sneak attack even creatures with cover and/or concealment. The god can even deal sneak attack damage to opponents that are immune to critical hits, but she doesn't deal the extra sneak attack damage from this ability against such opponents. If the god has 20 or more HD, any time the god inflicts damage with a sneak attack, that target suffers damage equal to the god’s sneak attack bonus damage on the god’s next turn as well.

Divine Spell-God levels now stack with levels of other spellcasting classes for purposes of CL. Increase the CL of any of your Domain spells by 1. If you have 20 HD or more, you ignore any CL limits on your Domain spells.

Divine Spellcasting-You need Divine Spell to pick this option. Choose a spellcasting class. You gain new spell knowns and spell slots as if you had gained a level on that class (even if you didn't actually have any level of that class of that kind before). You cast those spells as normal for that class. However for this god level, you don't learn any new maneuvers knowns, maneuvers readied or stances, cannot swap known maneuvers if you would normally be able, and this god level only grants half IL level progression. You can pick this option multiple times, but no more than your god level-1.

Divine Splendor-You need Divine Rank 16 to pick this ability. Any mortal who approaches within 10 feet per divine rank of the god in her natural form dies immediately and leaves behind no usable remains unless they succeed on a saving throw with DC 10+1/2 HD+Cha mod (no more than 1 check per round). If the god has 20 HD or more then even immortals can be affected and mortals less than level 20 die with no saving throw. The god can reduce the max radius of this ability (or restore it) as an immediate action. Reducing it to zero effectively deactivates this ability.

Divine Storm-You need divine rank 11 to pick this ability. The god can surround herself with a vortex of holy or unholy force that manifests in different forms depending on the god's portfolio 1/day per HD and lasts a number of rounds equal to her Cha mod (no duration limit if the god has 20 HD or more). The vortex extends from the god in an emanation with a radius of 10 feet per divine rank. The effect stops attacks with thrown weapons and projectiles (they fail if made by creatures inside the area, or targeted at creatures within the area, or if their paths take them through the area) unless the attacker has an ability that ignores adverse wind conditions, in which case they take a penalty on the attack roll equal to the god's divine rank.
In addition, the force expels creatures whose alignment on the ethical (lawful-chaotic) axis is opposite the god’s. If the god’s ethical alignment is neutral (neutral good or neutral evil), the force does not expel any creatures. Affected creatures in the area must make Fortitude saves (DC 10 + the god’s Charisma modifier +1/2 HD) or be picked up and thrown out, regardless of size. Such creatures suffer 1d6 points of damage for each 10 feet they travel. Creatures that make successful saves are not affected by the vortex for one day, although the vortex still stops their thrown weapons and projectiles. Creatures that fail their saves can attempt to reenter the area, but must attempt new saves.
The force damages creatures whose alignment on the moral (good-evil) axis is opposite the god’s. If the god’s moral alignment is neutral (lawful neutral or chaotic neutral), the force does not damage any creatures. Affected creatures in the area must make Fortitude saves (DC 10 + the god’s Charisma modifier +1/2 HD) each round or suffer 1d4 points of holy damage per divine rank. A successful save negates the damage, but the creature must save again the next round if it is still within the area.

Creatures whose alignment is diametrically opposed to the god’s are subject to both effects.

Divine Water Mastery-You need the Water Domain and respective God Magic characteristic to pick this. The god gains a competence bonus on attack, damage, and Armor Class equal to half her divine rank if both the god and her foe are touching the same body of water.
The god gains a swim speed equal to her base speed. Once per day per HD, as a full-round action, the god can create a devastating tidal wave of water. On land, the wave has effects similar to a flash flood: Creatures caught in the water must make a Fortitude save (DC 10+1/2 HD+Cha mod). Large or smaller creatures that fail the save are swept away, taking 1d6 points of nonlethal damage per round (1d3 points on a successful Swim check against DC 20+1/2 HD+Cha mod). Huge creatures that fail are knocked down, while Gargantuan and Colossal creatures are checked. The wave destroys all wooden buildings and 25% of the stone buildings it comes into contact with. At sea, the tidal wave capsizes ships and crushes them to splinters. To calculate the area effected, draw a line centered on the god with a length up to 20 feet per Divine rank, and the wave then extends in one direction up to 20 feet per Divine Rank. If the god has 20 HD or more the total area can be increased up to 10 times.
When touching water, the god can automatically sense the location of anything within 10 feet per divine rank that is in contact with the same body of water. At 20 HD the god can sense anything within 1 mile per divine rank.

Energy Burst-Once per day per HD (at will if the god has 20 HD or more) the god can create an emanation of a specific type of energy (acid, cold, electricity, fire, or sonic energy, chosen when this ability is gained) with a radius of 10 feet per divine rank. Anything in the area takes 1d8 points of the appropriate energy damage per divine rank. Damage is halved for those who make successful saving throws (Reflex for acid, cold, electricity, or fire, or Fortitude for sonic energy; DC 10 +1/2 HD + the god’s Charisma modifier). You can pick this ability multiple times, each one choosing a diferent element, and each time also adding +1 to each damage roll.

Energy Storm- You need Divine Rank 11 to pick this. The god can surround herself with a vortex of energy 1/day per HD (acid, cold, electricity, fire, sonic, positive, or negative energy, chosen when this ability is gained) that lasts a number of rounds equal to her Cha mod. The vortex extends from the god in an emanation with a radius of 10 feet per divine rank. The effect stops attacks with thrown weapons and projectiles unless they have an ability that allows them to ignore adverse wind conditions, in which case the ranged attack rolls take a penalty equal to the god's divine rank. Such attacks fail/take penalty if made by creatures inside the area, or targeted at creatures within the area, or if their paths take them through the area.
Energy storms that use acid, cold, electricity, fire, or sonic energy deal 1 point of energy damage and 1 point of holy damage per divine rank each round.
Positive energy deals 1 point of damage per divine rank to undead creatures, and heals the same amount of damage on living creatures.
Negative energy deals 1 point of negative energy per divine rank to living creatures, and heals the same amount of damage on undead creatures.

Extra Sense-The god chooses one sense to enhance, except for ones gained from the god class itself. The ability can extend a sense’s range 10 feet per divine rank (or 1 mile per divine rank if the god has 20 HD or more), or it can allow the sense to ignore one type of physical or magical blockage. The enhanced sense can penetrate 10 feet of a physical barrier per rank or 100 feet of a less tangible barrier (such as fog or smoke) per rank. You can pick this ability multiple times, picking a different option each time.

Footsore-You need the Travel (or similar) Domain to pick this ability. It can affect up to one creature per divine rank at once, but no more than one creature per divine rank each day. All must be within the god’s line of sight when first affected. Subjects can attempt Fortitude saves (DC 10 + god’s Charisma modifier + god’s divine rank). Creatures who fail their saves become exhausted and their speed is reduced by half. Even if they save they become Fatigued for 1 round. Furthermore, any mount or vehicle they ride is likewise slowed and exhausted/fatigued. The effect lasts one hour, or one day if the god has 20 HD or more.

Free Move-You need Divine Celerity to pick this ability. You can use Divine Celerity as an immediate action (or as a free action even if it isn't your turn if you have 20 HD or more).

Frightful Presence-Whenever the god performs an attack or charges, foes within a 30-foot-radius burst must make Will saves (DC 10 + god’s Charisma modifier + god’s divine rank). Foes within the burst, but not the god’s immediate target, become shaken for 1 round if they fail their saves. Creatures the god attacks when it activates the ability become panicked for 1 rounds if they fail their saves. Regardless if they suceed or save they then can't be affected again by this ability for 24 hours. If the god has 20 or more HD only foes who make successful saving throws are unaffected by this ability for one day.
The duration of the shaken/panicked increase based on the god's HD (1d4 rounds if the god has between 2 and 4 HD, 1d6 rounds if the god has between 5 and 9 HD, 1d8 rounds if the god has between 10 and 14 HD, 2d6 rounds if the god has between 15 and 19 HD, 3d6 rounds if the god has 20 or more HD).

Gift of Life-The god restores a touched recently dead creature to life a number of times per day equal to her Cha mod, no matter the condition of the body. This ability works like the true resurrection spell, except that there is no material component and the subject can't have been dead for more than 1 hour per Divine Rank (no time limit if the god has 20 HD or more).
This ability can restore a creature to life against its will, but only with the permission of whatever deity rules the underworld or the divine realm where the mortal’s soul resides. This ability can resurrect an elemental or outsider and can resurrect a creature whose soul is trapped, provided the soul is not held by a deity of higher rank than the one using this ability.
At 7 HD you can replicate Reincarnation as a SLA instead with two uses. At 9 HD Raise Dead as a SLA instead with three uses. At 13 HD Ressurection as a SLA instead with four uses. At 17 HD True Ressurection instead with five uses. The casting time is equal to the one of the spell in those cases, CL=HD.
This ability cannot restore life to a creature that has been slain by the Hand of Death ability or the Life and Death ability of a deity with a higher rank.

Grow Creature-Pick a creature type. This ability works like the animal Growth spell, except that it can affect up to one creature of the specified type per divine rank each day, the bonus to Str and DR/magic are equal to your Cha mod (and the bonus to saves and Con are half that). All targets must be within the deity’s line of sight when first affected. The effect lasts 1 hour per HD (1 day if the God has 24 HD or more). The god can pick this ability multiple times, choosing a diferent type each one.

Hand of Death-The god points to any mortal within the god’s sensory range and snuffs out its life. There must be an unbroken line of effect between the god and the target. This can be used 1/day per HD. This ability works like the Destruction spell, except that there is no material component. The mortal is allowed a Fortitude saving throw with a DC of 10+ the god’s Charisma bonus +1/2 HD (+10 DC if the god has 20 HD or more and the mortal does not). Even if the save succeeds, the subject takes 1d6 points of damage for every 2 HD of the god, which may kill it anyway. If the attack kills the mortal (either through a failed saving throw or through damage), the mortal cannot be raised or resurrected afterward, except by a god of equal or higher rank using the Gift of Life, Life and Death, or Mass Life and Death salient divine ability. However if the mortal suceeds, he becomes immune to this ability until either the god gains a new level or the mortal willingly attacks the god or one of his temples.

Increased Damage Reduction-You need DR to pick this option. The god’s damage reduction increases 5 and adds an alignment requirement opposed to the god’s alignment to bypass the damage reduction. For example, a lawful good god with DR 10/epic would gain DR 15/epic and evil or DR 15/ epic and chaotic. The god cannot pick this more than once.

Increased Spell Resistance-You need SR to pick this option. The god's spell resistance increases by 5. You can pick this option multiple times, its effects stack.

Indomitable Strength-You need the Strength (or equivilent) Domain to pick this option. You gain a divine bonus equal to your HD in all your opposed Strenght checks

Instant Move-You need Divine Rank 6 to pick this option. As a move action, 1/hour per HD, the god can travel up to 10 feet per divine rank, as though using the dimension door spell, except that the god never appears within a solid object and can act immediately after teleporting. If the god has 20 HD or more, triple the max distance the god can travel.

Irresistible Blows-You need Weapon focus and Improved Critical with a weapon to pick this ability. Once per hour per HD, but no more than 1/round per creature, when the god makes a melee attack with the chosen weapon against a creature, resolve the attack as a melee touch attack (the weapon blow ignores armor and natural armor bonuses). If the weapon hits, the creature struck must make a Fortitude save (DC 10 + the god’s Constitution modifier +1/2 HD) or be stunned for 1d10 rounds. The god chooses to use this ability before rolling the attack as a free action. If she has 20 HD or more, she can use this ability at will, but still no more than 1/round per creature.
The god’s attacks with the chosen weapons are considered to be adamantine for purposes of bypassing damage reduction and hardness.
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Re: Oriental Races

Postby Dragonexx » Sun Feb 26, 2017 7:08 pm

Irresistible Performace-You need maxxed ranks in the Perform skill to choose and keep this ability. When the god sings, plays a musical instrument, tells jokes, recites verse, or engages in any other type of performance as a full-round action, the god has the option to create one of the following effects, chosen when this ability is gained. The god can use this ability a number of times per day equal to her divine rank. It affects up to one creature per divine rank within a burst with a radius of 10 feet per divine rank, centered on the god.
<Fanatic Fascination>Affected creatures become unable to take actions; instead, they dance, observe the performance with rapt attention, laugh, or applaud at the god’s option. The affected creatures also suffer a -4 penalty to Armor Class, cannot succeed at Reflex saves (except on a roll of 20), and cannot use shields. Creatures can resist this mind effect with a successful Will save (DC 10 + the god’s Charisma modifier +1/2 HD). The effects last for as long as the god performs (standard action every turn) and for up to 1 round per divine rank thereafter.
<Blissful Hymn>Affected creatures become blissfully calm. They are immune to fear and compulsion effects except for those created by deities of higher rank than the performing god and any such effects already operating on affected creatures are countered and dispelled. This ability also counters and dispels rage effects except for those created by deities of higher rank than the performing god. Immunity to fear and compulsion last for as long as the god performs and for up to 1 round per divine rank thereafter.
<Divine Lullaby>Affected creatures fall asleep. This works like the sleep spell, except that any living creature can be affected. Creatures can resist this mind effect with Will saves (DC 10 + the god’s Charisma modifier +1/2 HD). Affected creatures sleep for up to 1 hour per divine rank or until awakened (taking damage or a standard action from an adjacent creature). The god can end the effect at will.
<Sacred Requiem>Affected creatures are so deeply moved that they simply die. Only living creatures with Hit Dice equal to or less than the god’s divine rank are affected. Creatures can resist the effect with Fortitude saves (DC 10 + the god’s Charisma modifier +1/2 HD).
Once a creature makes a successful save against one of the god’s performances, the creature cannot be affected again for one day.

Know Death-The god knows the exact moment and circumstances of any mortal creature’s death just by looking at the creature's remains.

Know Secrets-Once per day per HD the god can learn a creature’s entire history (including any embarrassing or vital secrets it might know) just by touching it. This ability is similar to the legend lore spell, except that it delivers instant results and the subject is allowed a Will save (DC 10 + the deity’s Charisma modifier + the deity’s divine rank) to avoid the effect. If the god has 20 HD or more she just needs to have the target under her line of sight instead of touching them for this ability to work.

Lay Curse-This ability can be used 1/day per HD and works like the bestow curse spell except it can affect anyone in line of sight without need of an attack roll. Will save (DC 10 + the god’s Charisma modifier +1/2 HD) to resist. The curse can be removed only by a god of equal or higher rank than the cursing god. If the god has 20 HD or more, mortals get no save against this ability.
The god can affect up to one creature per divine rank at once. All must be within the god’s line of sight when first affected.

Lay Quest-This ability works like the geas/quest spell, except that it works only on mortals and it can be removed only by a god of equal or higher rank than the god who lays the quest. The god can affect up to one creature per divine rank at once, but no more than that number each day. If the god has 20 HD or more, she can use this in any creature whitin sight as a standard action, otherwise it has the same range/casting time as the regular geas/quest spell.

Life and Death-You need Divine rank 6, Gift of Life or Hand of Death salient divine ability to pick this ability. The god designates any mortal and snuffs out her life. Or the god can designate any dead mortal and restore it to life. This ability can be used 1/day per 3 HD and works across planar boundaries and penetrates any barrier except a divine shield. However, the subject must be in a location the god can sense, either within the god’s sense range or in a location the god can perceive through her remote sensing ability. If the god cannot see the subject, the god must unambiguously identify the subject in some fashion. If the god chooses to kill a mortal, the ability works like the destruction spell, except that there is no material component and the saving throw is 10+1/2 HD+Charisma modifier (if the god has 20 HD or more, mortal creatures get no save). The mortal cannot be raised or resurrected afterward, except by a god of equal or higher rank using the Gift of Life or Life and Death salient divine ability. However if the mortal suceeds, he becomes immune to this ability until either the god gains a new level or the mortal willingly attacks the god or one of his temples.
If the god restores life to a mortal, this ability works like the true resurrection spell, except that there is no material component and the subject can't have been dead for more than 1 hour/Divine Rank (if the god has 24 HD or more, the amount of time the subject has been dead is irrelevant).
This ability cannot restore a creature to life against her will, but it can resurrect an elemental or outsider. It can resurrect a creature whose soul is trapped, provided the soul is not held by a god of higher rank than the one using this ability.
This ability cannot restore life to a creature that has been slain by the Hand of Death, Life and Death, or Mass Life and Death ability of a god with a higher rank.
After using either version of this ability, the god must rest for 1 minute per level or Hit Die of the creature affected. Deities whose portfolio includes death do not have to rest after using this ability.

Life Drain-You need the Death (or similar) Domain to pick this. Once as a standard action, the god can generate a cloud of darkness that rises from her body in a spread with a radius of 10 feet per divine rank and 10 feet high that lasts while the god concentrates on it (a standard action every round, up to her Cha mod rounds). The cloud blocks sight as a deeper darkness spell does, except that it cannot be countered by light effects (other than those cast by deities of higher rank). Living creatures must make Will saves (DC 10 + the god’s Charisma modifier +1/2 HD) or take a negative level, healing the god for 5 HP for every negative level inflicted on a creature with at least 1 HD. If the god has 10 HD or more, creatures failing their Will saves take 2 negative levels instead. If the god has 20 HD or more, those failing their Will save die and even with a successful save, living creatures still gain two negative levels (the save DC to remove the negative levels is the same as the first Will save). A single creature can be affected by the drain/death only once per day, but the cloud’s darkness remains effective while the god concentrates on it. If the god has 20 HD or more she can start and maintain this effect as a swift action.

Mass Divine Blast-You need Divine Blast and Divine Rank 6 to pick this option. This ability works like the Divine Blast ability, except that the deity can specify up to five targets per rank, no two of which can be more than one mile apart per rank, or an area. The area can be a cone, burst, spread, or cylinder. A cone can be up to 10 feet long per rank. A burst or spread can have a radius of up to 5 feet per rank. A cylinder can have a radius of up to 5 feet per rank and a height of up to 10 feet per rank. The deity chooses the attack’s exact form and dimensions. If the god has 20 HD or more, multiply all max radius/length/height by 10.
Each use of this ability counts as a use of the deity’s Divine Blast ability. For each extra target beyond two, reduce the damage dealt by 1d12, to a minium of half normal Divine Blast damage.

Mass Life and Death-You need Divine Rank 16 and the Life and Death salient Divine ability to pick this. The god can designate any number of mortals and snuffs out their lives up to her Cha mod. Or the god can designate any number of dead mortals and restore them to life up to her Cha mod. No two mortals affected by a single use of this ability can be more than one mile apart per rank of the god. The ability is otherwise identical with the Life and Death salient divine ability. After using either version of this ability, the god must rest for 1 minute per levels or Hit Dice of the creatures affected. However if the mortal suceeds, he becomes immune to this ability until either the god gains a new level or the mortal willingly attacks the god or one of his temples.

Master Crafter-You need maxed ranks on two Craft skills to pick this ability. Any object the god creates is treated as a masterwork item, but uses the base item price (not the masterwork price) to determine time (but not cost) required to create it. Any item the god creates also has twice the hit points it would normally have, and her break DC is increased by +10. These benefits apply to walls, doors, and other components of buildings the god creates, as well as smaller items.
Weapons armors and shield such created gain an enachment bonus to attack and damage rolls and AC equal to 1/4 the ranks on both the maxed craft skills the god has (for example, if she has 4 ranks in Craft (Swords) and Craft (Runes), that god's crafts would gain a +1 enanchment bonus), which also allows them to be further enchanted whitout need of the "base" +1 enanchment. If the god has 20 HD or more, they also count as epic for bypassing DR.
Those bonus don't apply if the item becomes property of someone who doesn't worship the god, including any extra magic enanchments added.


Mind of the Beast- The god can make plants and animals sentient, and it can reduce sentient creatures to animal or plant form. The god can grant humanlike sentience to touched trees or animals related to her portfolio. This sentience lasts a maximum of one hour per HD (1 day if the god has 20 HD or more), and the sentient tree or animal obeys the god’s commands to the best of its ability. The god can affect up to one creature per divine rank at once, but no more than that number each day. All must be within the god’s line of sight when first affected.
Also, the god can transmute any touched creature into a plant or animal of approximately the same size or up to two size categories smaller. The subject is allowed a Fortitude save (DC 10 + the god’s Charisma modifier +1/2 HD) to resist, gaining +5 bonus on the save if turned into a creature that normally couldn't survive in the current enviroment, like a fish on land Subjects turned into plants become objects. Subjects turned into animals have the same abilities and statistics of the kind of animal the god chooses, which must have a CR lower than the god's divine rank and must be related to her portfolio. The god can affect up to one creature per divine rank at once, but no more than that number each day, and it lasts a number of rounds equal to her Cha mod.
The Alter Reality ability can make either effect permanent. Creatures turned into plants/animals get a second Will save to resist if the god tries to do this.

Possess Mortal- The god can possess a mortal with HD equal or lower than twice her Cha mod in any location the god can sense 1/day per HD. Unwilling mortals can attempt Will saves (DC 10 + the god’s Charisma modifier + the god’s rank). Spells that prevent possession block this ability if the mortal is unwilling. Likewise, spells that end possession drive out the god if the mortal is unwilling. If the mortal is willing, however, the god cannot be blocked or driven out, except by a divine shield or the use of the Alter Reality salient divine ability by a god of higher rank. The god doesn't gain any special control over the possessed creature, but notice she retains her own body and can take actions as normal. When the possession ends, the god can choose to appear in a square adjacent to the creature. If the possession was forcibly ended, then the god is forced to appear adjacent to the creature.
The possessed mortal effectively becomes an avatar of the god. The god can draw on all the possessed mortal’s memories, and the god senses what the mortal senses. Each mortal possessed counts as a remote location where the god is sensing and communicating. A demigod can possess up to one mortals at a time, a lesser deity can possess up to two mortals at once, an intermediate deity can possess up to five, and a greater deity can possess up to ten mortals at once. Double those amounts if the god has 20 HD or more.
While the god is in possession, the mortal’s abilities are unchanged, except as noted below.
Spoiler:
Type
Same as the god.

Hit Points
Same as the mortal, +1 for each rank of the god.

Armor Class
The mortal gains a divine bonus to Armor Class equal to half the god’s divine rank.

Ability Scores
Strength, Dexterity, and Constitution are unchanged. Intelligence, Wisdom, and Charisma become 5 points lower than the god’s (or remain as the mortal’s scores if they are higher).

Saves
Fortitude and Reflex same as the mortal; Will adjusted if necessary for the mortal’s new Wisdom score.

Skills
The mortal can use her own skills and the god’s skills. If the mortal and the god have the same skill, use the skill of whichever has more ranks in the skill. Use the mortal’s effective ability scores to determine skill modifiers.


Power of Luck-You need the Luck Domain to pick this. The god can give creatures good or bad fortune. The god can affect up to one creature per divine rank at one time. All must be within the god’s line of sight when first affected. Subjects receive a luck bonus equal to the God's Cha mod or a luck penalty equal to half the God's Cha mod on attack rolls, saves, and checks for one minute/HD, a Will save with DC 10+1/2 HD+Cha mod negates this. Any creature that attacks the god automatically suffers the luck penalty (still geting the save, each creature can't be affected by this more than 1/round), and this does not count against the god’s daily uses of this ability.

Power of Nature-You need at least 11 HD to pick this option. The god can perform any of the following in a radius of up to 10 feet (1 mile if the god has 20 HD or more) per divine rank around the god, a number of times per day equal to 3+her Cha mod (all abilities share the same number of uses), as a full-round action.
Create or quell winds to produce anything from still air to tornado force winds.
Set the temperature anywhere from -50°F to 120°F.
Shake the earth, as the earthquake spell.
Create rain, sleet, hail, snow, or thunderstorms.
These effects last as long as the god concentrates and for up to 1 minute per divine rank afterward. The god can end an effect as a free action.

Power of Truth-The god knows when anyone (other than a god of equal or higher rank) deliberately lies, altough this doesn't make the god immune to feinting. This ability works like the discern lies spell, except that it works continuously and applies to any creature the god can perceive. The god also can enchant creatures so they become truthful. The god can affect up to one creature per divine rank at once, but no more than that number each day. All must be within the god’s line of sight when first affected. The enchanted creatures become unable to utter any deliberate falsehoods or evasions of truth for one hour per HD (1 day if the god has 20 HD or more). The subject is allowed a Will save (DC 10 + the god’s Charisma modifier +1/2 HD) to resist. Subjects who make successful saves become immune to this ability for one day.

Rejuvenation-You need Divine rank 11, Divine Fast Healing salient divine ability to pick this option. When the god suffers an attack that should destroy it, it simply disperses and reassembles later. Roll 10d10 to determine the number of days before the god returns. If the god is killed in her own realm, subtract the god’s divine rank from the number of days she takes to return. If the god’s realm is on a divinely morphic Outer Plane, and the god is killed there, subtract twice the god’s divine rank from the number of days she takes to return. The return always takes at least one day.
This ability is ineffective if the god is killed by another god of equal or higher rank. In addition, the god must specify a special way she can be killed for good, like finished by a weapon having been bathed in elven baby blood. Each time her divine rank increases, she can make her "weakness" harder to acomplish, like an adamantine dagger coated in fresh elven baby blood collected in a red moon of winter within 24 hours. A successful knowledge check from her enemies will reveal this weakness.

Shift Form-You need Divine rank 6, Alter Size salient divine ability, Alter Form salient divine ability to pick this option. The god can assume the form of a number of creatures equal to her Cha mod that are related to her portfolio, chosen when this ability is gained, none of which can have a CR equal or higher than the god's divine rank. You can change the chosen forms whenever you gain a level. The god can remain in the assumed form indefinitely, but it resumes her own form if slain.
Spoiler:
The god acquires the physical, natural, and extraordinary abilities of the form it has assumed (but not spell-like or supernatural abilities) while retaining her own mind. Physical abilities include natural size and Strength, Dexterity, and Constitution scores. Natural abilities include armor, natural weapons (such as claws, bite, swoop and rake, and constriction; but not petrification, breath weapons, energy drain, energy effect, and the like), and similar gross physical qualities (presence or absence of wings, number of extremities, and so on). A body with extra limbs does not allow the god to make more attacks (or more advantageous two-weapon attacks) than normal. Natural abilities also include mundane movement capabilities, such as walking, swimming, and flight with wings. The god’s speed is that of the assumed form or the god’s normal speed, whichever is higher.
In general, any part of the body or piece of equipment that is separated from the whole reverts to her original form. However, if the assumed form has an extraordinary ability that allows it to produce a substance or shed part of her body, then this ability also grants that ability.
The god retains her Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in her Constitution score), alignment, base attack bonus, and base saves. (New Strength, Dexterity, and Constitution scores may affect final attack and save bonuses.) The god retains her outsider type, extraordinary abilities, spells, and spell-like abilities, but not her supernatural abilities except for Su maneuvers and stances.
The god also retains her divine Armor Class bonus and divine qualities and abilities, provided they are not supernatural.
The god can cast spells for which it has components. It needs a voice like that of a humanoid for verbal components and hands like those of a humanoid for somatic components, Likewise, the god needs hands to use many of her powers, such as creating objects related to her portfolio.
When the shape shift occurs, the god’s equipment, if any, transforms to match the new form. If the new form is a creature for which that equipment is unusable the equipment melds into the new form and becomes nonfunctional.
Material components and focuses melded in this way cannot be used to cast spells. If the new form uses equipment the god’s equipment changes to match the new form and retains her properties.
This ability cannot confer class levels or class abilities.
The god can change physical qualities such as hair color, hair texture, skin color, and gender. The god can use this ability to create disguises, gaining a bonus of +15 on her Disguise checks.
The god can use her Alter Size ability simultaneously with this one.


Shapechange-You need Divine rank 11, Shift Form salient divine ability. This is an extraordinary ability. The god can assume the form of an animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or plant of CR lower than her Divine Rank, once per day per 2 HD. The assumed form must be both living and corporeal. The god can remain in the assumed form indefinitely, but it resumes her own form if slain.
This ability works like the Shift Form salient divine ability, except that the god is not limited to a set number of forms and as noted here.
The god can use her Alter Size ability simultaneously with this one. If the god has 20 HD or more she can combine them to become as small as a grain of sand or as large as 1,600 feet in the assumed form’s greatest dimension.
The god can use this ability to create disguises, gaining a bonus of +20 on her Disguise checks.


Speak With Creatures-The god has the supernatural ability to converse with creatures related to her portfolio. This ability works like a permanent speak with animals, speak with plants spell, and like a tongues spell that only allows the god to converse with the specified type of creature. This also allows the god to create her own secret language, that all her worshipers will learn from infancy.

Stride-You need the travel domain to pick this option. Choose one of your movement speeds. The god’s chosen movement increases 10 feet for every point of Cha mod she has. In addition, the god can impart extra overland speed to living creatures. The god can affect up to one creature per divine rank at once, but no more than that number each day. All must be within the god’s line of sight when first affected. This lasts 1 hour per HD (1 day if the god has 20 HD or more).

Sunder and Disjoin- If any weapon or item is used against the god in combat, the god can destroy it with a touch. Treat a successful touch as a combination of a disintegrate spell and a mage's disjunction spell, both targeted exclusively at the touched item. The save DC for both effects is 10+ the god’s Charisma modifier+1/2 HD. An item remains vulnerable to this ability for up to one day after being used against the god. The item must be used against the god from a sentient creature, the god can't just kick a wall and claim that it attacked her.

Supreme Initiative-You need Improved Initiative to pick this. You add your Cha mod and Divine Rank to Initiative checks, and automatically win initiative ties against creatures with lower Divine Rank than you. If a creature with equal Divine Rank than you ties in Initiative, use the usual rules for determining who goes first. This is a extraordinary ability.

True Shapechance-You need Divine rank 16, Shapechange salient divine ability to pick this. The god can assume the form of any object or creature 1/day per 4 HD. This is an extraordinary ability. The god can remain in the assumed form indefinitely, but it resumes her own form if slain. This ability works like the Shift Form salient divine ability, except as noted below.
The god can take any form, living or unliving, corporal or incorporeal. The god gains the supernatural abilities of the assumed form.
The god can use this ability to create disguises, gaining a bonus of +20 on her Disguise checks. She can also count herself as the creature type of the one she's transformed into for purposes of magic items and area effects.
The god can use her Alter Size ability simultaneously with this one. If she has 20 or more she can combine them to become as small as a grain of sand or as large as 1,600 feet in the assumed form’s greatest dimension.
In addition, the god can fertilize or gestate and give birth to children while in any form, having mated with any other kind of being. The god then chooses if the baby is the same race as either parent, or some strange hybrid. A classic example is the minotaur resulting between a mortal and a god transformed into a bull. Once per month she can also acelerate the gestation process of a children of hers to be finished in up to 1/100th of the normal time whitout any birth problem, and then for said child to mature to adulthood in 1/100th the normal time as well. However there's no guarantee the child will like her parent, and actually the faster she grew, the less likely she'll obey or respect anybody else.

Undead Mastery-You need Divine Rank 14 to pick this. The god can automatically command or destroy any undead creature, as desired, as a swift, move or standard action (including multiple attempts per round), unless the undead suceeds on a Will save with DC 10+Cha mod+1/2 HD. The god can do this 1/day per HD, but it can command no more than one undead creature per divine rank (regardless of the creatures’ Hit Dice) at any one time. Sentient controlled undead get a new Will save every day to break free.

Undead Qualities- You need to have picked God Ward at least four times to pick this. The god becomes Undead with the Dark Minded subtype.

Wave of Chaos-You need chaotic alignment to pick this ability. The god can, 1/day per HD (at will if the god has 20 HD or more), create a wave of mental force that extends from the god in a spread with a radius of up to 10 feet per divine rank. Creatures within the spread must make Will saves (DC 10 + the god’s Charisma modifier +1/2 HD) or be forced to act unpredictably. This ability works like a confusion spell cast by a sorcerer of level 10 +1/2 HD.

Wound Enemy- You need Bab 4+ and weapon focus to pick this ability. The weapon you have weapon focus with deals damage to a creature such that a wound it causes deals 1d6 points of damage per round thereafter in addition to the normal damage from the weapon. Multiple wounds from the weapon result in cumulative bleeding loss (two wounds for 2d6 points of damage per round, and so on). The bleeding can only be stopped by a successful Heal check (DC 15 + the god’s rank+the god's Cha mod)
The ability functions only when the god personally attacks with the physical weapon. The ability works with a ranged weapon, but not if someone else uses the weapon. The god can apply to the ability to any weapon or natural weapon, but not to a spell, spell-like ability, supernatural ability, or divine ability. A god can have this ability multiple times, and its effects stack.
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Re: Oriental Races

Postby Dragonexx » Tue Mar 14, 2017 8:09 am

Koumei wrote:VAXT:

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"Excuse me, could you stop picking and frying my brothers?"

The Vaxt are a peculiar race: they are plants. That's a pretty strange thing right there. There are three varieties, all quite different, and not even resembling plants from the same family.

Although they are basically plants, empowered through the will of nature and probably fey, they do have their own souls and minds (with some even deciding to burn trees down just like some humans decide to stab each other in the face), and furthermore, to help them in co-existing with other creatures, they can adopt a human-like form.

Vaxt subside on water, sunlight, and nutrients gained from soil - or through eating food that contains those nutrients. It doesn't really matter that much to them, though it's hard to stuff a carrot into the pores in the feet, and soil doesn't taste that great to the tongue no matter what species you are. They reproduce by planting seeds or releasing spores, which tends to happen very rarely.

Small Plant (Youkai)
Speed: 20'
Reach: 5'
Deities: the Great Topiary (Neutral; Plant, Water, Sun, Life, Protection, Community)

Low-light Vision

Humanoid Form (Ex): the Vaxt may adopt the form of a Dryad-ish humanoid creature. They look mostly human, but tend towards sandalwood skin, and reddish-brown hair that has a tendency to thin out in the Autumn then regrow in Spring. In this form, they gain a +4 Racial bonus on Disguise checks to appear "generically human".

Plant-like (Ex): Vaxt gain a +3 Racial bonus on saving throws against [Mind Affecting] effects and spells that are based on Polymorph (including Polymorph Any Object, Baleful Polymorph and your mum).

Solar Power (Su): once per day, when in moderate sunlight (ie "Better than you'd get in England") or better, the Vaxt may produce a Haste effect on himself (for one round per HD), increase to Large size (for one round per HD, +8 Strength, -4 Dexterity, +2 Constitution, +4 Natural Armour) or may Empower a Spell without knowing the feat, changing the spell level or adding to the casting time. Either effect is a Free action.

Genus (Ex): select one of the following:
[*]Shroomish: the Shroomish resembles a mushroom and can Glide - never taking falling damage and being able to move 30' in any horizontal direction per round that he falls 10'. He also gains Fast Healing 1 and an Aura of Confusion (Su): all adjacent creatures must make a Will save every round (DC 10 + half HD + Con) or become Confused for one round.
[*]Cacty: the Cacty resembles a cactus, and gains +2 Natural Armour. He also has painful thorns (dealing 1d6 Piercing damage to any who strike him with a non-reach melee weapon or a natural attack, and dealing 3d6 Piercing damage per round to anyone in a Grapple with him), and may cast Briar Web as a Supernatural Ability 1/day
[*]Haban: the Haban resembles a chilli. He gains the Pain Touch (Su): as a Standard action, he may make a Melee Touch Attack that does not provoke. The target, if hit, must pass a Fort save (DC 10 + half HD + Con) or be Nauseated with pain for 1 round. Additionally he can cast Acid Sheath as a Spell-like ability 1/day, and any time he casts a [Fire] spell that damages someone, the target or targets continue to burn, taking an additional point of Fire damage per HD on their next turn.

---

FEATS:

Magic of the Plant:
Some plants are extra magical (the hippies were onto something, as opposed to just on something). You are one of them.
Requirements: Vaxt
Benefits: add the following spells to class list and spells known for any spellcasting classes you have:
[*]Goodberry (1st level)
[*]Plant Growth (2nd level)
[*]Command Plants (3rd level)
[*]Wall of Thorns (4th level)
[*]Poison Thorns (5th level)
[*]Animate Plants (5th level)
[*]Control Plants (6th level)
[*]Coccoon (7th level)
[*]Deadfall (8th level)
[*]Shadow Landscape (8th level)
Additionally, once per day you may cast Jungle's Rapture as a Spell-like Ability (DC 10 + half HD + Wis), even if you can't cast spells.

Massive Growth [Monster]
Like the great redwood trees, you are very big.
Requirements: Vaxt
Benefits: your size improves by one category, though you do not get the ability score/natural armour changes.
5 HD: anybody who charges you, if they do not knock you out or kill you, is repelled after attacking you. They are knocked Prone, and move 10 feet, plus an additional number of 5' squares equal to your Strength modifier minus their Strength modifier. If you are larger than they are, double this distance. If terrain prevents the full movement, they stop after travelling as far as possible, and are Dazed for one round.
10 HD: plants constantly grow within 15 feet of anywhere you walk. They do not shrivel and die as soon as you leave, either, though they will die without nutrition. These plants are your friends, and will Entangle any foes you are aware of who stray within 15 feet of you.
15 HD: you gain another size category, although again, this does not alter your ability scores or natural armour.


MAGIC ITEM:

Kinoko-Jiru:
Minor Magic Item

Vaxt are a curious race that very slowly produce a magical nectar. Once per week, a Vaxt can produce - via their own nectar and a magical ritual lasting 2d6 hours - a single vial of this foul-tasting substance. It lasts for one day before turning to water, unless one gram of Hope is infused, in which case it will last forever.

Once consumed (as a potion), it restores all lost HP, removes all Vile damage and Frostburn damage, as well as nonlethal damage. It also restores all ability scores (curing Ability Damage and Ability Drain), neutralises all Poisons, cures all Diseases, removes Curses and Negative Levels. If infused with Hope, it can even restore the level loss of being Raised from the dead.

---

BACKGROUND:

House Plant
Requirements: Vaxt
For whatever reason, you used to be kept in someone's private or office quarters as a decoration for quite some time before you decided that this was a kinda boring way to grow old. Perhaps you were raised that way, or abducted from a happy little Vaxt colony before you got awesome enough to flee. Shaking the earth from your roots, you ran away, and are now stumbling around killing people for other people. It's amazing.

You have considerable experience not moving, giving you a +4 Competence bonus to Hide checks as long as you don't move. People consider you unusually decorative while in plant form, and if you manage a disguise check to appear as an inanimate plant (DC 20 for the Vaxt) you can be certain to be moved to a sunny spot and watered regulary as long as there are people around at all.

Also, your previous owner might feel a little creeped out by the idea that you were watching him and listening all the time, and you can count on meeting him, his Robot Girl killer commando, and his enemies one way or another.

---

PRESTIGE CLASS:

Overgrown:

"Let us cover the world in flowers... and then strangle it with them."

Sometimes, the Vaxt get so caught up in being plants that they stop caring about being fighters or rogues or wizards or whatever. This is a bad thing in some ways, but on the other hand, they tend to become much better at being a plant, and using this to harm things.

Requirements:
Race: Vaxt
Skills: Knowledge (Nature) 8 ranks
Feats: Massive Growth

Features:
HD: d10
BAB: Medium
Good Saves: Fort and Will
Skill Points: 4+Int

Class Skills: Balance, Climb, Disguise, Hide, Knowledge (Any), Listen, Move Silently, Search, Spot

[table]
[mrow]Level:[mcol]Special:
[row]1[col]Ingrain, Attract Bees
[row]2[col]Tangling Roots, Pollen Cloud
[row]3[col]Sproutlings, Acacia Technique
[row]4[col]Thorn Mines, Dryad Flail
[row]5[col]BEEEEES, Stinging Tree
[/table]

Spoiler:
Ingrain (Ex): the Overgrown can, with a Move Equivalent action, grow roots that burrow into the ground. This anchors it to the spot until another Move Equivalent action is spent withdrawing, but until then, it gains immunity to forced movement, a +8 bonus to resist being Tripped or Bullrushed, and Fast Healing equal to its class level. It cannot be flying when it does this.

Attract Bees (Su): with a Standard action, the Overgrown can summon a swarm of bees at will. Treat this as a regular Wasp swarm. It requires a Swift action to control all summoned swarms, but only one Bee swarm at a time may be summoned. Any save DCs are based on the HD and Con of the Overgrown.

Tangling Roots (Ex): starting at second level, when the Overgrown uses its Ingrain ability, weeds and vines spread through the area. This causes all within 15 feet, plus 5' per hit die, to become Entangled if on the ground. If an entire building is contained within the area, then the Overgrown may spend a Full Round action subjecting it to an Earthquake effect, tearing the walls down.

Pollen Cloud (Ex): with a Standard action, an Overgrown of at least second level can spray a cloud of pollen into the air. This may either be a 10' radius spread centred on the Overgrown, or a 20' cone - it may choose when using this ability. All in the area (except the Overgrown itself) treat every other creature as having Concealment, and must pass a Fortitude Save (DC 10 + half HD + Con) or become Sickened for 1 minute.

Sproutlings (Su): starting at level three, the Overgrown gets the ability to spit spores and seeds everywhere, causing replicas to sprout up. It may cast Mirror Image at will.

Acacia Technique (Su): starting at level three, the Overgrown can call upon ants which tend to infest it, controlling their hivemind. Treat this as a Plague Ant Swarm. It requires a Standard action to call them forth, then only a Swift action each round to control all summoned swarms, however only one Plague Ant swarm may be summoned at a time. Any save DCs are based on the HD and Con of the Overgrown.

Thorn Mines (Su): starting at level four, the Overgrown can cause mines to grow in the ground, with thorny spikes and prickles jabbing into feet, then plants sprouting to impale enemies. As an Immediate action, when Ingrained, it may trigger any square in it's Entangle zone. This square deals 1d6 Wooden Piercing damage per hit die to the target who stepped there, Ref half (DC 10 + half HD + Con). If the target takes any damage, they are reduced to half movement speed until healed. Additionally, if the target actually fails the save, they are Paralysed for 1 round, then anchored in position for 1d4 rounds thereafter.

Dryad Flail (Ex): at level four, the Overgrown learns how to bash people with branches and prickles, which really hurts. With a Standard action it may make a melee attack that, on a successful hit, deals +1d6 Wooden Bludgeoning/Piercing damage per hit die, and renders the target prone. The Entangling plants then attempt to Grapple and Pin the target (use the Overgrown's modifier), with a Constrict attack of 3d6 damage per round.

BEEEEES (Su): starting at level five, the Overgrown can summon even worse bees than normal. In addition to the existing summons, it can spend a Standard action to call a Hellwasp swarm into being. A Swift action is needed every round to control all summoned swarms, but only one Hellwasp swarm can be summoned at a time. Any save DCs are based on the HD and Con of the Overgrown.

Stinging Tree (Ex): at level five, the Overgrown develops poisonous fibres all over it, though it may suppress these (withdrawing them harmlessly into its body) at will. Anyone who touches it or is touched by it, when the stingers are not suppressed, takes 1d6 Piercing damage, and must save against a Poison (DC 10 + half HD + Con, 1d6 Dex/1d6 Dex).
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Re: Oriental Races

Postby Dragonexx » Wed Mar 15, 2017 8:30 pm

Credit to Olescamo for the original class.

Hermit
Sages who study the divine and the Way to gain mystical power. They seek to either divest themself of worldly attachments and desires, become paragons of virtue, or gain great mystical power, all in order to obtain immortality.

Hit Dice: D8
BAB: Average
Saves: All Good
Skills: 4+Int

Weapon and Armor Proficiency Hermits are proficient with simple weapons, handaxe, longbow, longsword, shortbow, short sword, warfan, and any variant of katana. They are not proficient in light or heavier armor.

Armored in Life (Su): A Hermit has a special Armor bonus whenever they are not using armor or shields that he is not proficient in. This Armor Bonus applies against Touch Attacks and Incorporeal Touch Attacks, and has a value of +4. Every even numbered class level, the Armored in Life bonus increases by 1. If the Hermit wears armor which he is proficient in (for example: normal clothing) that has an enhancement bonus, that enhancement bonus applies to his Armored in Life Armor Bonus. The bonus for Armored in Life advances normally between classes that have the ability.

Willow Step (Su): A true Hermit does not seek to outrun the fist, but to anticipate it. If a Hermit would be allowed to add his Dexterity modifier to a Reflex Save or Armor Class, he may add his Wisdom bonus (if positive) instead.

Fatal Strike (Su): A Hermit has a natural weapon Slam in addition to whatever else he is capable of doing. As a natural slam attack, if he uses no other natural or manufactured weapons he adds his Strength and a half to damage and may make iterative attacks if he has sufficient BAB. If the slam is used with other weaponry, it becomes a secondary natural attack, suffers a -5 penalty to-hit, and adds only half his Strength modifier to damage. A hermit's slam attack does a base of 1d8 damage for a medium sized hermit and does more or less damage as appropriate if the Hermit is larger or smaller than medium size.

Maneuvers: Hermits learn maneuvers from the Desire Drive and one other martial discipline of their choice. Their Initiator level increases with each Hermit level, and they may only learn maneuvers of a level no bigger than half (IL+1).

At 4th level, and every even-numbered level afterwards, Hermits can replace one of their older maneuvers with a new one they qualify for.

Hermits have the same number of maneuvers known as a sword sage. The maximum number of maneuvers readied starts at 2 at first level and increases by 1 each level save 5th, 11th and 15th

Maneuvers Readied: Hermits can ready their maneuvers with 5 minutes of meditation on the Way. They begin every encounter with all their maneuvers unexpended and recover one maneuver when they enter a stance or change their Dantian Focus.

Stances Known: You begin play with knowledge of one 1st-level stance from a discipline open to you.
At 5nd, 11th, 15th 17th and 19th level, you can choose an additional stance.

Wu Wei: Upon attaining 1st, 7th, 13th and 19th level, an Hermit gains an ability of his choice from among the following options.

Death Trance: If the Hermit is brought to zero hit points or lower, he enters a death trance and cannot be treated as disabled at 0 hit points or as dying at –1 hit points and below. For one round, the Hermit cannot die of hit point loss or suffer ill effects, may initiate an expended maneuver as if it was ready (as an immediate action of the hermit wishes) and can continue to fight normally until the end of that round. After a full round has passed, if at any point the Hermit suffered enough damage to be killed during that round, he pays his dept to the cosmos and perishes automatically.
If he survived, the Hermit leaves his stance and cannot use this ability again for one minute.

Follow the Flow: As they seek harmony, many Hermits try to follow with their opponent’s energy instead of opposing it.
Once per round, when the Hermit must make an opposed check, he may use his adversary’s own modifier instead of his own.

Harmonic Release: With a single swift action the Hermit may now simultaneously enter and/or change his stance and Dantian Focus. If the Hermit acquires the ability to enter more than one stance or more than one Dantian Focus, they may also change them with that swift action.

Inner Light: The Hermit may use the Light and Daylight spell effect at will.
Once per hour, the Hermit may generate a gargantuan swarm of tiny spheres or petals of light centered on any intersection of his aura. It ends all darkness effects of an equivalent spell level equal to or below half the Hermit's class level (rounded down) as a standard action. The swarm is immaterial and occupies no space. It sheds bright daylight in a radius equal to 15 ft. per class level from its center (and dim light for an additional 15 ft. per class level). All allies within the area of bright light heals an additional amount of hit points equal to the Hermit's ranks in Listen whenever they receive an healing effect (natural healing, regeneration, and fast healing do not count). The swarm lasts indefinitely and only one may be set at a time. If a new one is created, the previous one fades away.

Just One's Nature: The primal is innately aligned with the Way. An Hermit does not impose his will on nature, he listens to it and connects with the whole, becoming one.
The Hermit can use Listen skill checks in place of Handle Animal checks and may now trade some or even all of his readied maneuvers for 24 hours, during which period he may not use or unready them. For each maneuver so traded, he gains one use of a Summon Monster spell effect of the traded maneuver's level. The summons last until the traded maneuver is restored, until they are slain or until they are dismissed. An Hermit may not have more than one Summon Monster effect from this ability active at a time - if he uses it again, the previous summons are automatically dismissed. If the Hermit has an animal companion, wild cohort or some other trained animal servants, he may have them called within the spell effect's range instead with a use of this ability's Summon Monster.

Like the Rock in the River: Whenever the Hermit is attacked (as per the ‘Attack’ definition of Invisibility) while in Total Defense, the attacker uses its worst ability modifier instead of the ability modifier it used for the attack or effect. This does not change how the same attack might affect other targets. If the attack fails or the hermit succeeds on their saving throw, they provoke an attack of opportunity.

Mind like Water: By not being ready for anything, Hermits have the perfect position to be ready for anything. When they enter a stance after being without a stance for at least three rounds, they may also initiate a Boost maneuver with an initiation time no longer than a swift action as a free action.

Power Balance: Most Hermits are trained to do as little as possible, which often translates into redirecting their opponent’s energy toward themselves.
When he attacks (as per Invisibility) within melee reach of his target, the Hermit may once per round use the defender’s best ability modifier instead of what he would normally use for the attack. In appearance, it usually either does not seem like the Hermit is doing any effort on the attack or as if the defender clumsily puts himself into harm’s way.
If the attack has multiple targets, he chooses the target this ability involves.

Turn or Rebuke Undead: Hermits devote themselves to a special communion with Nature and, though some decide to live in isolation, many serve their communities and protect them from evil and the terrors of the Spirit Realm.
As per the cleric ability of the same name, but Turning checks, number of times per day and turning damage are based on Wisdom instead of Charisma. Levels in other classes with this ability progress it though the number of uses per day do not stack. Additionally, hermit Maneuvers are considered divine spells for effects that are applicable to them.

Dantian Focus: The Hermit can focus his lifeforce to release his potential in a certain aspect of his being. Activating a Dantian Focus requires a swift action or a move action. He may have one Dantian Focus active at a time. A Hermit gains 1 dantian focus at 2nd level, and an additional 1 every 3 levels beyond.
Each bonus granted by Dantian Focus is equal to twice the amount of Dantian Focuses acquired. These are circumstance bonuses that do not stack with each other.
Choose one Dantian Focus each time you acquire this class feature.

Transcendental Accuracy: Ignore 5% per granted bonus of all enemies' miss chances.
Transcendental Aegis: Deflection bonus on armor class.
Transcendental Disruption: Bonus on checks to dispel and your attacks affect creatures as if their DR and energy resistances were lower by an amount equal to the granted bonus, to a minimum of 0.
Transcendental Health: Bonus on all saves.
Transcendental Might: Bonus on damage rolls.
Transcendental Power: Increase the save DCs of your abilities by half the granted bonus.
Transcendental Resistance: Gain a resistance to energy damage equal to twice the granted bonus. This stacks with other sources of energy resistance.
Transcendental Skin: Gain DR/- equal to the granted bonus. This damage reduction may stack with other DR sources.
Transcendental Speed: Base speed is increased by a number of feet equal to 5 times the granted bonus.
Transcendental Strike: Bonus on attack rolls and grapple checks.
Transcendental Talent: Bonus on ability checks and skill checks based on an ability score chosen upon acquisition. May be selected more than once, choosing a different ability score each time.
Transcendental Vigor: Gain Fast Healing equal to the bonus, healing upon activation. Stacks with other sources of Fast Healing.

Accelerated Tastes: An Hermit of 3rd level or higher learns to listen to the cosmos with his soul or higher consciousness, which makes him more sensible to the voice of the hearts and souls.
The Hermit gains immunity to deafness and may still hear and make listen checks in situations where it would be impossible to, such as within the area of a Silence effect or within a tornado without penalty.
Additionally, the Hermit needs sustenance as a creature of one size category smaller and can comfortable live without sleeping for twice as long. Every two additional class level allows the Hermit to consume as a creature of another size category smaller and to go without sleep for an additional day. Once his needs of sustenance are those of a fine sized creature, he can live on mist or dew alone. Natural healing occurs as if the Hermit sleeps continuously.

Sheltered Soul: The Hermit gains immunity to fear and a bonus equal to half his class level to saves against effects reducing his lifespan or changing his age and all effects that would immediately kill/destroy him.
If such an effect would affect him without a save, he gains a Will save vs a DC equal to (10 + ½HD + Highest ability modifier) of the effect's user to negate it.

Shikaisen Essence: An Hermit of 6th level or higher has finally managed to successfully make the “Numinous Treasure Talisman of the Grand Mystery for Living in Hiding” and brew the Rentan Elixir using exotic materials and Taoist lore, confirming his status as an above-average Hermit. Making an additional set costs the Hermit's HD times 200 gp in special materials.
With both the Hermit may perform a rite (that mostly involves faking your own death) that deceives the soul-summoning spirits into registering you as ‘dead’ as far as the cosmos and the gods of death are concerned. However, the Hermit must change his name permanently and leave his family and hometown (unless he changed his body or if they are Hermits too), never to willingly meet them again until at least one generation has passed and under its new identity.
This effectively lead everyone that knows the Hermit to believe him dead; the cause of death being what he wrote on the talisman.
After the ritual, the Hermit must try to avoid meeting anybody and remain in solitude for 24 hours, after which the universe knows him under a different name and, to the Hermit's option, he may also change his appearance, race and gender permanently. If the new race would require a number of monster class levels, HDs or LA, the Hermit may trade some class levels to fill the minimum required but must still have enough Hermit levels to have the Shikaisen class feature.
After his first ritual, the Hermit longer takes ability score penalties or benefits for aging and cannot be magically aged. Any penalties he may have already incurred, however, remain in place.
The Hermit can die of old age but may prolong his lifespan by repeating the rite.
Hermits who prefer to skip on becoming a Shikaisen forever are rewarded for their virtue, gaining a bonus feat of their choice that they meet the prerequisites for as long as they do not perform the ritual on themselves.
Hermits cannot perform the ritual on someone else. It involves unique meditation techniques that only the experience of a level 6 and higher Hermit may possess. Hermits who returns to their hometown with their original body too soon lose the benefits of being a Shikaisen until they perform the ritual again. The ritual works only once per new identity; the soul-summoning spirits won’t be fooled twice.
Additionally at this level, beings with an interest in stopping those who live to long will attack the hermit every so often. This might seem like a disadvantage but in the world of adventuring it all it means is that some of your level appropriate encounters will involve inevitables, devils, celestials, reapers or whatever. Also, they taste really good. Animals who eat a hermit will become a hengeyoukai of the appropriate type. Youkai who eat a hermit will probably gain a level.

Hold Harmony Sacred: An Hermit of 9th level or higher unlocks the secrets of harmony, making the nature of the universe his own and allowing it to manifest through him.
Once per round, the Hermit may expend one turn or rebuke undead attempt to gain one additional immediate action that does not impact his swift action on the following round that may be used to initiate maneuvers or to enter/change his stance or Dantian Focus. If he enters or changes his stance or Dantian Focus, he recovers one additional expended maneuver and may expend additional attempts to recover another maneuver for each additional daily use of turn or rebuke undead expended.

Blood of the One with Latent Power: An Hermit of 10h level is well on his way to enlightenment and awakens a great power within in his meditation. Choose one of the abilities below, provided that you have one of its required Wu Wei abilities. At 12th and 14th level choose another ability.
Ashen Arm
Wu Wei requirement: Inner Light or Just One's Nature
The Hermit may now have a spectral arm (and hand) come out of his body with a move action on his turn. The arm connects to his main body. It is invisible and is malleable in shape; stretching and expending beyond the limits of the Hermit's own body. An Hermit may not generate more than one arm at a time. The arm has an adjustable reach of up to 15 ft. longer or shorter than the Hermit's (to an minimum of zero if it is completely retracted within his body) and deals unarmed strike damage as if up to two size categories larger or smaller. It may attack or manipulate incorporeal and ethereal creatures and objects normally. It attacks as an invisible creature, is considered to be an off hand and may only make one attack in a fullattack action (unless multiweapon/two-weapon fighting feats/abilities are used to give it additional attacks).
However, the Hermit has the option to sacrifice his main hand's arm to have it replaced by the ashen arm (or if he already lost his arm), in which case it becomes an Extraordinary ability and behaves normally as his main hand (including being equipped with magic items).
Hermits doing so usually cover the ashen arm with ribbons or bandages or wear long sleeves and gloves to make it visible to others.

Angel Raiment
Wu Wei requirement: Death Trance, Follow the Flow
The Hermit can bring out an immaterial piece of cloth that hovers around his waist, emanating from him as testament to both his will to overcome death and his proximity to celestial ideals. The raiment is just a manifestation of the Hermit's qi and the universe watching over him; others cannot interact with it, but at the Hermit's option, he may allow it to manifest for others to see. The Hermit may renew the cloth with a free action on his turn. It is a supernatural ability.
If the Hermit holds a part of angel raiment with at least one hand, he gains a flight speed of perfect maneuverability equal to 5 feet times his class level. If the effect is suppressed or if the Hermit lets go of the cloth he falls at a pace of 40 ft. per round, negating falling damage. The Hermit may choose to fall normally with a free action.
If he forsakes the capacity to ever gain any benefit whatsoever from items and other effects requiring the Body item slot or one of his 8 magic items, the Hermit gains a bonus to its natural armor equal to half his class level and, although the cloth does not count as an armor, it can now be enhanced as one. If the Hermit sacrifices treasure equal to an enhancement's market value or with treasure and XP as per its crafting costs, and with one hour of uninterrupted meditation, the cloth is augmented with the chosen enhancements permanently.
Enhancement bonus to AC from enhancing the cloth are enhancement bonus to natural armor.

The Hermit may bless a willing creature he can see with the angel raiment as an immediate action. The cloth gives it only half its usual flight speed but cannot grant the armor bonus to AC or any armor enhancements or special abilities. The Hermit must renew this blessing each round with a free action or the cloth automatically returns to him.

Heavenly Time and Earthly Space
Wu Wei requirement: Like the Rock in the River, Mind like Water
The Hermit has acquired the power of Feng Shui to discern how to balance and manipulate the flow of qi by modifying the environment and the way it influences the life energy of those within it.
With a standard action the Hermit may select a 2 ft./class level radius area (rounded down to the nearest 5 ft. increment) within a range of the same distance that will become his designated Earthly Space. When set, the Earthly Space suppresses all area of effects used within, brought into, or cast into the area, but does not dispel them. It lasts until the Hermit sets another one up. To use this ability again, the Hermit must prepare by spending four move actions doing nothing but channeling qi within himself.
Additionally, the Hermit may spend 10 minutes to make some special arrangements within the area chosen for his Earthly Space (usually in the design). Anyone who spends 8 hours within the specially designed Earthly Space is blessed by the heaven's fortune, each getting the same benefit from one of the following for 24 hours, as chosen by the Hermit. He can dismiss the Earthly Space with a free action.
Health: Maximum hit points increased by 10%.
Wealth: When treasures are found, find additional valuables (usually gems and coins) whose total market value equals 10% of the treasure's.
Luck: One reroll on any kind of die roll 1/minute.
Energy: Experience gains from encounters and challenge resolutions are increased by 10%.

Principle of Heaven
Wu Wei requirement: Harmonic Release or Power Balance
The Hermit's altruism has him seeking to let others benefit from the Way, often hoping that they'd be inspired by it and become better individuals or to support a community. They can release their Dantian Focus outward as an aura that lets allies within 60 ft. to also benefit from it.

A One-Track Paradise: At 12th level, the Hermit has become a significant part of the essence of the universe, which endows him with the stability of body, mind and soul he will need to endure threats that wouldn't directly challenge his discipline and training. If the Hermit is under Trance Mode and would be affected by any kind of ill effect without a save or an opposed check (besides damage and death from damage), that part of the effect simply does not apply to him.

Blood of the Transcendent One At 15th level, the Hermit awakens his specialty. The first ability gained from Blood of the One with Latent Power transcends, allowing the Hermit to tap into its true potential.
Ashen Arm
The arm may now be separated from the Hermit with a free action, sending it to any distance at a point that is seen. It disconnects at the elbow with both extremities fading out to nothingness.
The Hermit may make attacks with the separated arm as if he was also at its location except that only the arm has its increased reach. The Hermit is still considered to be wearing anything equipped by the arm. The arm can be reconnected or relocated instantly with a move action. Anything held by the arm whose weight is no more than the Hermit's light load is brought back with it provided that there is enough space around the Hermit for it. A creature can be retrieved regardless of weight if there is space for it and if the arm wins a grapple check to move the creature.
While disconnected it has hit points equal to (4 + the Hermit's wisdom modifier) times his class level and the Hermit may transfer some of his auras and other emanations to the arm instead of himself. If the arm is destroyed while separated, it may be reformed attached to the Hermit with all its equipped gear with a move action normally. The arm retains the hit points it had when it was last separated and heals a number of hit points each equal to the Hermit's wisdom modifier at the end of each round fully spent attached to the Hermit. While attached, it is also healed by any healing received by the Hermit. In either state, it can now interact with elements in the coexistent planes a if they were in the Hermit's occupied plane (ei: the material/shadow/ethereal planes are coexistent).

Angel Raiment
The cloth magnifies the Hermit's wellspring of power that energizes his needs independently of the world's mystical resources.
It allows him to produce the mystical energy required for magic and supernatural abilities to function, allowing him and his equipment to endure through effects such as antimagic fields and dead magic areas and use his supernatural abilities normally. He is still subject to dispels as normal.
Twice per day with a standard action, the Hermit may also momentarily become one with the universe to manifest his individuality once more somewhere else. This works as a greater teleport effect but may only affect himself. If the cloth is being worn by a willing creature, the Hermit may spend a standard action to have it teleported without a save.

Heavenly Time and Earthly Space
Upon calling the Earthly Space, the Hermit may now also set it conjointly with Heavenly Time. All time within the Earthly Space is in harmony and perfectly equalized. Within it, time manipulation effects and any other ability or effect granting additional actions per turn cannot be operated.
All abilities and effects used within a mile of the Earthly Space that increase the number of rounds experienced by an individual (such as the Time Stop spell effect) are also taking effect within the entirety of the Earthly Space; all within it act normally during these extra rounds. However, leaving the Earthly Space returns them to the regular time frame.
When the Earthly Space is designed to grant heavenly fortune, the Hermit may have 1 medium or smaller piece of furniture or object per class level within the Earthly Space to be bound to it after the 8 hours period. A Large object counts as two Medium object, a Huge object counts as two Large objects, and so forth.
They disappear alongside the Earthly Space when it is dismissed and appear where they were set within it whenever the Earthly Space is recalled. If an object's space is already occupied (even partially, for larger objects), it simply does not appear. These objects are in stasis and invulnerable until the Hermit lifts them or until they are dispelled (DC 11 + Hermit's character level), even floating in the air if the Earthly Space is called above ground level.
If the Hermit is strong enough to carry a piece of furniture over his head, he can lift them within the Earthly Space as if they were weightless and throw them as improvised weapons without proficiency penalties with a range increment of 5 ft. per class level.
The Hermit may not redesign an Earthly Place if an object linked to it couldn't appear because its space was occupied.

Principle of Heaven
The radius of the Hermit's auras all increase by 30 ft.
An Hermit becomes as much a curse to his enemies than he is a blessing to his allies, and now learns how his spiritual nature can dampen those who must be set straight. This ability allows the Hermit to choose upon entering a Dantian Focus to have it give a penalty to all enemies within the aura equal to its usual benefits instead of benefiting his allies. Enemies affected by the Dantian Focus cannot be enhanced or otherwise receive or activate beneficial effects while they are within its aura. This does not affect beneficial effects already in place.
Transcendental Accuracy: Enemies suffer a miss chance of 5% per granted bonus on their attacks.
Transcendental Health: Only half the usual bonus is applied as a penalty on enemy saving throws (rounded down).
Transcendental Resistance: Enemies have their resistances to energy damage lowered by twice the granted bonus. Immunities are considered to be a resistance of 30 for the purpose of reducing energy damage only.
Transcendental Skin: Whenever enemies are damaged, they suffer additional damage equal to the granted bonus that bypasses all resistances, immunities and DR.
Transcendental Vigor: Enemies' current hit points are lowered by an amount equal to the bonus once each round at the beginning of their turn.
Transformation of Things: Enemies within the aura share all the damage and ill effects they inflict. IE: If three enemies are within the aura and one of them inflicts 100 damage to an ally, the ally and all three enemies take 25 damage each. If there were three enemies and two allies instead and one of them inflicted 100 damage each of the two allies with an AoE, each ally would receive 25 damage and the three enemies would receive 50 damage each.
Whenever an enemy within the aura falls at 25% hit points or lower, the Hermit may use his next maneuver with an immediate action.

Wuji: An Hermit of 16th level or higher may simultaneously enter, change and maintain two Dantian Focus.

Senkai: An Hermit of 19th level or higher has the ability to create a Senkai, a sealed extradimensional space that may be accessed through the smallest spaces.
Its entrance may be set in places such as the cracks between two bricks, under a carpet or even the eye of a needle. A Senkai can only be entered normally by its creator and those invited in by him. Entering or leaving a Senkai requires a standard action.
The object(s) or surroundings of the tight opening containing the Senkai enters a stasis and so cannot be lifted or moved by any means but may still be destroyed.

The volume of the Senkai is equal to 1 cu. mile + 1000 cu. ft./rank in Listen.
It is created with a landscape as the Hermit initially imagines it but any construction must be built or brought within the Senkai. In appearance, the Senkai is a vast world without end but a transparent barrier limits the space that can be occupied and explored.
Consider the Senkai to function as per the Ethereal Plane.
The entrance to the Senkai can be relocated with ten minutes of concentration. The Senkai remains the same no matter where it can be accessed from Destroying an entrance makes it inaccessible until a new entrance is made.
The Hermits may hear around their entrance as if they were there.
An Hermit may also seal all access to his section of the Senkai or expel individuals within it with a standard action, sending them back to their own section of the Senkai. If these creatures do not have a Senkai of their own connected to it, they are returned to the entrance of the Senkai they came from.
Hermits whom transcended this high can permanently link their Senkai together to make a larger one. The Senkai’s volume is the sum of every Senkai joined together and these Hermits may make their own entrance to the common world. The landscape adapts to coexist with the other Senkais.
These Hermits typically seek like-minded Hermits to find sanctuary within their Senkai so that they may progress along the Way in peace and live in community and some are contacted by other powerful Hermits to have them join their Senkai to their own.
Hermits may disconnect their Senkai from at least one other Senkai but the process takes a full week (no need for concentration. The worlds slowly detach from each other and fade away from each others' view).
If the Hermit perishes, his body is instantly immolated to nothingness as his soul or essence becomes a divine spirit ready to enter Nirvana instead of whatever afterlife his alignment would have sent him to.
This divine spirit is a spiritual copy of the hermit and every worn and carried objects he had upon death that remains sealed within his Senkai, unable to leave it. The spiritual copies of these objects become mundane if the originals enter the Senkai.
In this state, the Hermit cannot harm anyone or be harmed or affected in any way, but may still interact or communicate with visitors and other residents within it (but can still eject them off his Senkai). The Hermit’s divine spirit remains so sealed until he is resurrected somehow, at which point his divine spirit becomes his real living self and may leave the Senkai, but loses the spiritual copies of his equipment.

The Transformation of Things: An Hermit of 20th level learns that, since he is a part of nature himself, he shares its ability to transform and adapt and, more importantly, that one thing can also be another; differences are not absolute. Everyone is connected. Anyone is everything.
He finally attains enlightenment and becomes a truly divine being, closer to gods than mortal. Even if he isn't a Shikaisen, he no longer takes penalties for aging and cannot be magically aged. Any penalties he may have already incurred may be removed at his option. Although the Hermit is not truly immortal, he physically ages so slowly that the universe might end before he dies of old age.
The Hermit gains a 60 ft. aura that appears as a great butterfly symbol in segments of red, yellow, purple, green and blue that beat like wings across its radius. Once per hour, the Hermit may use a fullround action to use a Polymorph Any Object (Fort DC = class level + Wis modifier, caster level equal to his initiator level and it bypasses resistance or immunity to it but confers a +3 bonus on the save of those immune). The aura may be concealed or revealed with a free action but whenever the Hermit would fall at 25% hit points or lower, it may no longer be hidden and he may use his next maneuver with an immediate action.
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